tobz1000

tobz1000

Joined Member # 4125663
0 Posts 23 Replies 81 Reputation

Having 1v1 results is nice as a reference, but for reasons already stated, it's not so helpful for decision-making "when you have 2 titan-supported fleets ", as OP suggests.

12 Replies 60,436 Views

Check Harpo's thread for text-converted files. Files you want to change should be copied to a mod folder: \Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion vX.XX\[mod_name] Remember to create and place them in the correct subfolder (typically \GameInfo). Then activate them from within the game's options menu.

7 Replies 21,082 Views

I also think this makes it harder to balance. The Vasari have a huge advantage on big single-star systems, but they're at a disadvantage in multi-star systems (since they're less able to quickly build new fleets in the required system than the other races).

7 Replies 8,015 Views

Microphasing Aura gives fighters a 20%>30%>30%>35% chance to teleport forward every 4>4>3>3 seconds. The Siege platform does 20>26>31>37 siege damage, killing 1.1>2.0>2.9>3.8 population, every ten seconds. The game tries to automatically find relevant stats from the ability entity files and display them. In some cases however, such as the two you mention, if fails miserably.

30 Replies 27,335 Views

Just invest in a small swimming pool and a liquid nitrogen-immersed motherboard, like I did. At 83.5GHz the game just about runs smoothly.

12 Replies 6,942 Views

I've thought about this too. Would be cool to see how particularly badass each starbase is - and the highest number of kills could be in the postgame stats. It'd also make sense if cap ship culture push was based on this stat to some extent.

4 Replies 2,698 Views

There actually is a cap of 4 per player now; before rebellion, no cap at all. It was kinda hilarious. But I agree: things like this, enabling/disabling mines, and similar options would be nice.

8 Replies 33,514 Views

This would certainly be interesting. I can see it going one of two ways: Advent players always win, or in FFA games, Advent players are alwasy exterminated before they have a chance :P

2 Replies 4,979 Views

My mistake - I assumed the unit type enums were mutually exclusive. I wonder why 'Corvette' is explicity specified in Dissever then?

28 Replies 111,632 Views

I'm using a GMA4500; settings are highest model+texture quality, all particles etc, 16x filtering, no shadows or AA, and no bloom. FPS is usually at max, dropping slightly in big battles. CPU bottlenecks way before GPU does.

8 Replies 14,123 Views

Haven't noticed it personally myself... only one which looks out of whack to me is the Vorastra, even if it is a mobile homeworld. It could still be the biggest without looking like it's at a different scale in my opinion: the egg manages it with respect to other capital ships. You can see the size the Ankylon used to be, by the background image on these forums. But Ironclad pussied out before public beta came around and made everything a bit smaller. In all fairness, planets

17 Replies 15,807 Views

What people have already said will pretty much work. But I'll try to be more specific about its moves. The Kultorask has three moves to worry about (the fourth just heals its own fleet): Nano Leech, the ability that heals the Kultorask (and restores antimatter), affects frigate and capital ships: "frigates" means any ship from the 'build frigate' and 'build cruiser' menus, <span style="text-decoration: und

28 Replies 111,632 Views

Ironclad's method to automatically fill in ability stats is weak at best. For abilities that create multiple buffs, it kinda picks random stats and can leave out really important ones, meaning I often dig into entity files to see what an ability is actually doing. I think they should just switch to a markup language for tooltip strings, and manually enter which stats should be shown for an ability.

7 Replies 9,949 Views

How would a projectile accurately hit a tiny speck of a starbase, and nothing else, from light-years away? Then again, these things are already travelling faster than light without phase (something that's always bugged me) so hey, why not :P

3 Replies 6,510 Views

There's nothing you can do in big games. It's not the graphics - it's the CPU, trying to calculate what thousands of entities are doing at each game step. Since the engine is still single-core, it's limited by your clock speed. A few players using 1500-2000 fleet supply will bring a 3GHz machine to its knees. Multi-core support is a must for Sins 2.

8 Replies 14,123 Views

Somewhat related to your fourth point, I'd love to see an autofill option for strike craft - all fighter, all bomber, or some sort of ratio. Building and upgrading loads of starbases at once becomes tedious when you have to go back to them all five minutes later and fill them with strike craft. I'd also kill to see a "templates" feature for new planets and starbases... but that's something else entirely.

8 Replies 33,187 Views

I wouldn't mind the ability to temporarily increase cap, at an increased tax rate (greater than permanently upgrading your cap), for dealing with early-game invasions. I hate the moment when you realise you gotta take a permanent economy hit, which you probably wouldn't need for another 30 minutes if this tiny assault force hadn't turned up at your capital.

3 Replies 5,765 Views

I'm kinda perplexed with all the new cap ship models. As you say, the Corsev is plain ugly; the Rankulas isn't so bad, but looks completely out of place next to other Vasari caps (and it's twice the size for some reason); the Discord is probably the best-looking, but still kinda out-of-place and out-of-scale with the other Advent caps. Also, while I love the concept of Advent and Vasari titans being more like 'creatures' than just ships, giving them a dolphin and a

17 Replies 9,380 Views

Both TEC factions seem to hate everyone, as do Vasari loyalists. Advent loyalists want to continue killing the heathens. Vasari rebels are the only faction who explicitly want to diplomatise, and Advent rebels seem to disagree with killing the heathens, so it'd probably be Vasari and Advent rebels teaming up... and everyone else continuing to kill everyone else. That's how I see it.

34 Replies 45,627 Views

While the Ragnarov is the most powerful at low levels, it gets less effective later on - plus it's the only one that doesn't *really* have an ult. My favourite is either the Kultorask or Ankylon. Send the Kultorask ahead of your fleet to outright kill weaker frigates instantly with a nano leech/dissever combo, whilst disabling/weakening any survivors with gravity pulse (as well as its other abilities, since it never runs out of antimatter) for the rest of the battle. And as lo

34 Replies 89,192 Views

I find my Orkies doing #1 all the time. It may affect all my ships, and they're just the only ones I notice doing it because they take so much longer to get anywhere, so they have more time to activate ADD mode. Very annoying if I'm switching it out for a fresh one mid-fight, and the new one just has to sit there disabled while the old one runs back to the enemy to kill itself. Agreed about ability auto-use conditions too; I think the options for aiUseTime in the entity files

2 Replies 5,139 Views