Russki_Bear

Russki_Bear

Joined Member # 4213129
3 Posts 14 Replies 6,777 Reputation

Yeah Elder Scrolls IV Oblivion was a case in point where it was designed for a console and didn't get properly ported to PC. But it is the strength of the PC that a very very strong modding community arose and fixed most of the issues with the game, and if you used something like Oscuro's Oblivion Overhaul, it made it a seriously awesome, proper PC CRPG. So while Bethesda catered to the console with inteface design, basic levelling etc, they at least released the mod tools that enable

87 Replies 182,037 Views

I always used the Kol, but then I heard a carrier was good early game. And yes it is more flexibile in a gravwell, capships are just too slow. But IMO the carrier doesn't get enough squadrons early enough. That said I have always like the Marza and will choose that often now. I can see the utility of an Akkan but....I don't like so much.

17 Replies 9,580 Views

I was in that position too in one game, I just slowly managed to build up a decent Sova based fleet and went guerilla, taking all of his extractors in uncolonizable gravwells, forcing him to send fleets to stop me but fleeing when I was seriously challenged, then doing it again. This eased up the attacks and the extra resources enabled me to start building what I call my expeditionary and my home fleet. But, I could do this because there was a lot of uncolonizable gravwells in the sys

14 Replies 10,692 Views

Because it is never that simple. If the code is already written it will have to be integrated into the main codebase which requires, more re-writing (very unlikely to be drop-in), testng to see if it broke and for unintended consequences, and then probably more re-writing at al until it is releasable, at least in theory.

14 Replies 10,116 Views

You know just in this vein, and a little off topic, even though the voice sample is identical each time, it can be useful. When building, and I am not watching, it lets me know that a queue of LRFs is finished when I hear a Kodiak report when it is first built. The best thing would be a sound mod whereby more samples are added and sound more authentically military in nature.

6 Replies 14,914 Views

It should work OK as long as the problem you are experiencing is due to Sins hitting the 2GB/32bit application memory limit. If that is the case then the OP's suggestion should help. Can't garuantee you won't have issues doing it though, your mileage may vary. I was getting slowdown on a system that shouldn't so I was going to try it tonight.

19 Replies 17,947 Views

Bishop, I know your complaint was that the use of Impulse was not made clear - I had this as well the first time I attempted to update. But I had this cleared up in 5 minutes and it was by no means difficult. You are in the same boat as people who bought the Orange Box as their introduction to Steam except that Stardock has not included Impulse in the install. In my experience of both Impulse and Steam I found that yes they have their similarities, but by and large, Steam wa

15 Replies 3,976 Views

I would say no, becuase a trade route is the longest unbroken chain of trade ports. Adding another trade port in a different gravwell will not break the existing chain. I also thought that there were many trade links, but it just highlighted the longest one. [quote who="a110" reply="3" id="2794486"]is it worth it to not put a trade port at a certain planet just to avoid breaking the trade route? [/quote]

9 Replies 8,703 Views

I liked Rome Total War's economics. It was streamlined but perhaps a little differently to SOasE. Commodities could be gained and used as trade and you could see a breakdown of what was being traded at a settlement in a reasonable amount of detail and this could be affected by trade pacts, owning areas that didn't naturally have a resource and one that did etc. But, it didn't affect your gameplay that much. It was basically having more resources than crystal and metal, but it also assumed you

12 Replies 32,616 Views

Yeah he had two artifacts that meant I was having trouble beating him militarily - I had to invest more into the battle than him to win. I had also thought that travel between stars was a lot slower. You should know I used to play SoaSE when it was in pre-release some 2-3 years back and then just after release. Also, I tend to role play a little. I don't get overly aggressive as the TEC because it is a trader faction. I get aggressive when the AI starts attacking my systems. B

3 Replies 10,623 Views

I have completed my first Diplomacy SP game (which is 1v1 large map) just about, they have 1 planet left but it's not colonised due to superweapon fire (I have been reading that the AI doesn't use them so in future against AI I will not use them either). It turned out that at the start of this game the enemy had in his home system an artifact that gave him 10% more weapons damage and 15% more range. In one of the contested systems he also gained the antimatter artifact. As a re

3 Replies 10,623 Views

[quote who="-Ue_Carbon" reply="8" id="2785184"]Its not suicide. Far from it. Mines do crap damage. You warp in your BS first mines go off and clear a spot for your fleet/support. Then you set your ships to hold postion and let the enemy come to you. LRF/bombers do their thing, You dont lose any ships b/c they get stupid and get too close to a mine. Or heck, use the BS as bait. Everyone snips for Caps anyhow, tank it with the tanks and then you can allow your scouts/flak do the hard

11 Replies 8,203 Views

[quote who="Darvin3" reply="2" id="2785067"]Well, the best way is to scout the system, figure out where the mines are, and line up your jump so you don't hit any. Using a scout/flak combo to clear an entry location is also perfectly viable. It may feel annoying, but given the immense cost of setting up a sufficiently large minefield this is actually disproportionately easy to do.[/quote] No can do, the whole quarter is covered. That's why I had to attempt to thin out the m

11 Replies 8,203 Views

Hey fellas, I started my first Diplomacy game and have discovered the utility of starbases. The AI does tend to lose ships against them but I find I still need a fleet handy to ensure they don't occasionally overpower them. I have destroyed three Orkulus starbases and these things are a bastard even in AI hands. The real trick is that the AI has put one on my only jump lane in and also covered the area with heaps of mines so I would jump in on top of them.

11 Replies 8,203 Views

I used to be around under a different name, but I can't even remember what it was now, and I used to have access to the betas, just before the first version was released. Then my PC crashed, I got busy and things happened, and I forgot all about it. Recently I found Trinity on the shelf and decided to try that. And I have only played vanilla sins so far.... These are my observations from what I remember: In Trinity: - The UI is and was excellent. <

3 Replies 10,820 Views