Willy Wonka and the IronClad Factory?
AdmiralAckbar42
Before they do this, they need to improve the way ships decide which route they will take after given an order
[quote who="-Ue_Carbon" reply="11" id="2537446"]Nope I be using the TEC. Much cooler looking officer than what is shown on loading screen now and on this forums[/quote] I have to disagree, the loading screen guy looks like an admiral who's been serving for decades and therefore knows everything there is to know. The guy shown here looks like he's young, and a bit sketchy. Plus, I prefer the blue uniform (my usual faction color is blue)
[quote who="Darvin3" reply="5" id="2995564"] Beating an unfair difficulty AI in a straight 1v1 is harder than almost all the achievements. [/quote] Especially the "Beat x hard computers on your own", play vanilla sins and they waste their resources on each other while you can slowly expand until its 1v1
If they're as strong as a maxed Vasari battleship, then unless you're on DS there will be no problem. In DS, it'll be fine.
[quote who="Teun-A-Roonius" reply="9" id="2995800"]Well it happens often to me that when i am losing a battle (when a few AI players team up against me), in the end I have only a few planets left. In this case, I don't have anything to spend my money on (except starbases of course) so I will have a huge amount of credits and resources left. The AI usually ammasses it's fleet in a gravity well linked to one of my own wells. So if I would be willing to build a titan, I would have to sac
[quote who="Teun-A-Roonius" reply="5" id="2994843"]I'm guessing the Dev's already thought of a nice way to build titans. However, the first idea listed here seems pretty cool (the one with the starbase). The second idea however I dislike a bit, mainly because it will be unable for a losing faction to turn the tide of battle by building a titan simply because it is unable to leave its own planets without getting completely annihilated in an enemy / neutral gravity well because it has a
[quote who="-Ue_Carbon" reply="25" id="2991539"]Play DS with our broken Pirates.[/quote] So they're not supposed to raid with eight Dunovs, five Desolators, five Halcyons, and a battleship?
[quote who="wbino" reply="34" id="2991508"]Do we know for certain that Titans can even warp?[/quote] I don't see how a they would be different from starbases if they couldn't, and I trust Ironclad to give us new options when they tell us they are going to rather than just add some variety to old ones.
I think that all three superweapons should be able to affect it if this was done, assuming it is gray goo, the Novalinth can nuke it out of existence and the deliverance engine can jam the signals holding the swarms together. Alternatively, it could be made that you could play the campaign as any of the races, over the missions you acquire technologies from the other two races, culminating in both of them giving you their superweapon techs before the last mission, which your scientist
The new lore says that the loyalist TEC has decided to turtle themselves around what they have left and ride out what is left of the war, therefore I think they will get the Athena as it looks like a defensive vessel (especially if Stant is right that the two "wings" are (extremely) heavy armor plates) Have they announced the name of the other titan? I didn't think so, nevertheless, it looks more like an offensively oriented vessel with tons of strike craft (that massive hanger) w
What would be nice is the option to use the neutral badges, or have two color badges (one color is your faction color on the empire tree, but both are combined on the ship hulls)
[quote who="Derek06" reply="9" id="2948020"]Teach players what counters what. For example: Light frigates counter both flak and carriers. Long Range Frigates counter Light frigate. Flak counters Long Range Frigates and Fighters...etc...etc....[/quote] That might be the problem with this idea, if you start spouting this sort of thing at first time playes, they'll think "too complicated" and ignore the tutorial. Some more about static defenses would be nice (give
I write when I get bored, and I got a short story into my high school literary magazine (albeit they cut it in half, after I cut it in half myself). I thought about taking a writing course to get better, but CAD and programming were too appealing
Perhaps a new type of starbase specifically to manufacture titans? Obviously not as strong as a normal starbase, but something that big should have some sort of defense mechanism (half power starbase lasers for TEC for example).Or maybe scrap the entire shipyard idea, have the titans be built by starbase constructors in the same way starbases are built (at an immensely higher cost of course). And the other restrictions that force you to build it in a neutral well or a star gravity wel
Has Stardock offered you a job as a lore author yet?
Is there a good program that lets you read entity files, I have some tweaks I want to do to Sins, but nothing on my computer can open them?
[quote who="Volt_Cruelerz" reply="39" id="2983373"]I still would prefer that the planet upgrades were in more of a tree style. with so many points that you can allocate. Dead asteroids get a few, habitable asteroids get more, and planets get more than that.[/quote] And research to unlock this stuff could be another section of the entrenchment screen
Some random ones: Could you get us a bit closer?: Lose 100 ships to enemy mines Damn the Torpedoes, Full Speed Ahead: Lose a Cap Ship to enemy mines Never Give Up, Never Surrender: Win after being pushed back to one planet (after expanding to a certain number of planets, of course) Give It All She's Got: Destroy 50 enemy ships with one of yours in five minutes or less Power Ten: Get your first Cap Ship to level ten (higher?) and don't let it be
[quote who="danielost" reply="47" id="2926729"]i think the vasari titan should be able to tow their starbases through a jump. i am sure that if i was running all the time i wouldnt want to waste that much resources on a starbase and leave it behind. their bases can already move. naturally well towing a base niether would be very good at fighting, if they could fight.[/quote] This is a better idea than building your starbase in a hostile grav well and upgrading i
However this is all beside the point because in the current build the "flagship" qualification does little to nothing while, being the seat of power, they should some sort of "England expects every man to do his duty" attack buff or [quote who="gamerlamb" reply="2" id="2948209"]"Lets get the hell out of dodge"[/quote] retreat buff to prevent the propaganda nightmare of losing your Admiral of the Fleet
[quote who="SithLordAJ" reply="32" id="2981884"]Maybe some way to move troops between planets? Maybe capitals can have troops?[/quote] Perhaps you could train troops on your planets (using credits and/or the planet's population), then be able to load them onto siege frigates which use them as the invasion force when activating their invasion ability (the frigates having a max capacity of course) I think max troop count could be based on overall planet pop (ie, you are trai
Pause button? The only way I can figure out how to pause is to open the menu
I never heard that, it looks like such an awesome mod, but I don't have enough bandwidth for MP so there's yet another reason I wish they'd open the AI. While we're asking for stuff we can't have, I want a way to queue commands without the ships executing them until I press the "go" button
I think they already do this, I like to set races with the traits they are made for (e.g. TEC Ag/Fort/Ec, Vasari Ag/Re, Advent Re/Fort (Harder to figure them out)) And generally the aggressive ones attack me with carriers and dreadnoughts early while fortifiers have a support cap ship to start. What the AI needs is better and more varied deployment, I'm tired of fighting a huge battle over a backwater station while one of my terran planets sits undefended, continually scouted by t