mcintire

mcintire

Joined Member # 4066594
6 Posts 306 Replies 5,580 Reputation

Played a round on point blanc yesterday, took over all planets safe for the asteroid next to the enemy desert homeworld. Fifteen minutes into the game the hard AI started spamming Ogrovs and Kodiaks like hell, prove enough to me that they don't need much room to obtain high-tier researches. And since they get a money bonus (hard AI gets 2 times the money and resources a normal player would get IIRC) they could afford to press for high level stuff like superweapons right away and set up a

13 Replies 13,128 Views

Tec loyalists can access the research using 6 weapons labs, and the AI tends to spam 3 or 4 of those on their homeworld right at the beginning. An additional assteroid is enough to unlock the remaining labs. However 10 minutes seems to be a tad annoying, even for the AI. They do love superweapon spam now, that's bad enough as is.

13 Replies 13,128 Views

Was researching techs in the defense tree. All techs concerning hitpoints and armor have been researched before, and I went to the last tech on the list regarding defensive boni. Watched my tactical structures out of interest while researching, the only reason it came to my attention. I researched the fortification upgrade that grants 30% extra hitpoints and 2 additional armor points to all tactical strutures and noticed that the bonus was applied to the gun platform, but not to any of the ot

0 Replies 4,103 Views

Wait a second, heavy strikecraft support? From the starbase itself or from hangar bays? You know, if there are hangar and repair bays around they're actually your first targets to eleminate. My advent starbase and a few defense buildings tore through an enemy titan supported fleet as well, since even higher level titans have trouble dealing with them if they are supported by regular tactical structures. (Also Adjudicators only work efficiently in large numbers, as they cannot focu

40 Replies 114,803 Views

Hard to see in the rezized image, but I guess a glance at the lower rightern corner is enough on the full res picture. Yes I noticed that typo as well. Thought I corrcted it though :v.

3 Replies 7,644 Views

Found two issues with messed icons: First off the Advent loyalist titan icon should be turned sideways by 90 degrees (counter-clockwise). Right now the titan seems to phase-jump and move sideways when zoomed out into icon-view distance. Didn't get to test the rebel titan yet. Secondly the flagships show the right faction-based icons in the empire menu and when zoomed out, but when highlighting the ship in the empire-menu it shows the advent flagship for the tec and vice-ve

3 Replies 7,644 Views

Yes, you got it! Seriously, though. There is a difference between making the pirates less easy to kill and making them a bigger nuisance than the human factions you are actually playing against.

24 Replies 27,030 Views

If I recall correctly it even says massive support ship in the description. I found the abilities of both titans to be quite badass (like being able to take over large numbers of enemy frigates in close to no time so long as you had a source of antimatter around or recharging your shields by sacrificing a few corvettes or firing a massive beam of death that gets stronger with every allied ship that is in range of the titan). The Advent are a micro and fleet composition faction, they live on s

5 Replies 5,309 Views

More easily? Where did you get that from? If there is no inhibition on the pirate base crossing it is just as hard as before if anything. Pirates still decimate lone ships trying to pass and even heavily damage or even kill lone capships if the player does not pay attention. If the weapons located on the pirate base and/or it's fleet are buffed as well passing gets harder even without the inhibition. I'm also not entirely sure if it's a good idea to grant pirates the abili

24 Replies 27,030 Views

Isn't the "ring" marking the graitywell instead of the classic view just part of the new Advent HUD? Like how the classic ravitywell markers are now colored in the house-color of the player occupying it?

36 Replies 88,980 Views

As of now the I seems to spend most of its money on caps and titans, yes. No idea why, though. The AI also seems to rush for superweapons, when testing the Advent just now I had a superweapon warning half an hour into the game again, with the pirate base dieing to spam minutes later... The AI does build frigates and the like, but once it reached a certain research level it seems to prefer filling up its supply with capships. This can be quite challenging when you attack them, but on t

12 Replies 10,938 Views

After playing my first round as Advent Loyalist I found that Advent are still a little weak earlygame, but pickup incredibly fast. Spamming my culture all over the galaxy took like seconds, and the boni recieved in my culture helped me a lot. Killed a TEC fleet consisting of 8 caps and a loyalist titan with a repair bay, a hangar bay, a few beam platforms, 1/1 upgraded starbase (that got mass disorientation halfway through for the lulz of watching the titan spin) and a colony capship with lev

40 Replies 114,803 Views

I was not takling baout easily sending them through, I was talking about sending them through at all . With an inhibitor there you'll either have to put up massive distractions at the other end of the gravwell or plain forget it. Same for sending a fleet. Currently possible as long as one or two frigates play bait on one side, with an inhibitor you'll suddenlly have to scrifice half your fleet in order to safely guide the other half through the well.

24 Replies 27,030 Views

The Corsev is something like a beehive frigate control ship. It needs friendlys around itself to shine. If you want to go for staying power you take the salvage operations and have your ship get itself healed everytime your frigates get killed. If you want to go for firepower you take the remote bombs ability to turn your frigates into evil suicide bombers.From my persepctive the Corsev also goes very well with the new corvettes, since you can spam a good number of them to give the corsev a d

1 Replies 3,640 Views

If you are a fan of "modern RTSs" (the ones advertizing five minute rushes while the TV commercials are running) you won't have much fun with Sins. In the aspect of empire-building and diplomacy Sins is a lot closer to the Anno series or Civilisation than to C&C or Starcraft. Having grown up with RA and Total Annihilation I had to adjust some at first, but found this kind of gamestyle to be lots of fun aswell (I've also become a big Anno fan around the same time I discovered Sins.

19 Replies 4,864 Views

No to Phasejump Inhibitors. Would kill earlygame scouting, sending envoys and short-cutting through the Pirate-base trying to attack from an unexpected angle. I do somehow agree to increasing the range on the Gauss platforms, seeing how a Titan kinda got an very easy time picking them apart. It'd be neat if the pirate fleet guarding the base was to increase as the severety of the raids increases, so they don't get overwhelmed so easily in alter stages of the game. &nbs

24 Replies 27,030 Views

You folks might want to take a look at the various menus in the "options" screen. I don'T know the name, but I'm fairly certain you can toggle this on and off. Btw, I only see the planets in the sytems I highlight with my mouse, too. Was this way since diplmacy, so I think it's a default setting.

7 Replies 18,906 Views

As of now most AIs seem to like using superweapons a lot. Because of this Pirate bases on larger maps often fall victim to one or more factions "spamming" them aimlessly into space. Unfortunately pirates become unavailable if just one out of multiple pirate asteroids is cleaned out. Thus my suggestion: Give the pirates a Planetary Shield with a nice 50 to 60% damage absorption, to give them some additional protection towards superweapons. In addition the shield might also mitigate par

24 Replies 27,030 Views

You shouln't judge the game by what the AI does, really. It's how human players use the ships and researches that defines how well the game is programmed. The AI not building lots of fleet may be related to the AI being programmed to prioritize capships more (which is a good thing compared to Diplomacy), but in a wrong way that messed up the way it builds frigates (which makes it bad again). Or maybe the AI "forgot" how to research past fleet logistics 4 or 5, that's about

10 Replies 10,131 Views

At my resolution the fonts are the same size as the names on thses forums, I can read them perfectly fine while leaning back on my chair... Didn't think that going up one step on the resolution ladder would have that much impact.

9 Replies 6,983 Views

Oddly enough, I only have this very rarely (but I know what you're talking about). I found that the game likes it if I actually look at the statistics (meaning I skim through them for like 10 seconds), then it closes the stats page no problem. Dunno if tha't a quirk with my computer, though. My computer has quite a lot quirks, like freezing up while I type a forumpost telling me the new nVidia drivers I installed last week just broke down again... damn devs pushig out alphaware again

20 Replies 19,530 Views

I don't see a double post, but I read your first one before you deleted it :p. On my 22 inch screen the fonts look fine and are perfectly readable at a 1680x1050 resolution. Do you use any higher resolutions or a bigger screen? On my 42 inch TV the text is a tad blurred, too, but that's no wonder. It wasn't made for gaming afterall :) (I know most descriptions anyways so I don't mind). Edit: aha, after coming back to the mainpage I know what you

9 Replies 6,983 Views

I've said this before, to me the pirate and rebel (yes you can also have the insurgents that usually attack enemy planets once researched at tier 8 become your reinforcements) researches are highly situational and should only be researched after you set up your main fleet to stack up numbers. Noone forces you to research it right after it becomes available, afterall.

2 Replies 4,682 Views

One scout and your fleet parked at the edge of a gravwell is all needed to kill a minefield. Set the fleet to zero movement autonomy and have the scout go close to the mines. the rest solves itself either by the guns of your ships or by your fightersquads. Takes about 90 seconds to completely clean a gravwell. If the enemy has tactical structures guarding you clean a path to them, retreat your scout and go in with your fleet, kill tacticals and start over with the mines. If I'm in

4 Replies 6,667 Views

You can still unpin them if you right click on the tack at the top of the fleet manager. This will, of course, unpin all planets, but if you have more planets than your screen resolution can show it's often less annoying to repin the few important planets and neutral wells than your fleet manage jumping back and forth everytime you select a fleet.

4 Replies 2,442 Views