[quote who="Qu4r" reply="128" id="2994952"]U evil carebear, u wanr sova swiched from rush tool into eco sucking tool?[/quote] That more or less sums it up. Also, I HATE with a fiery passion rush games. I think they defeat the entire purpose of playing a game with the scope of SINS and they take about 2 brain cells, most of the time, to properly execute. So I will always be AGAINST rush abilities and FOR abilities that scale well into the late game.
gamerlamb
[quote who="rowanlad" reply="9" id="2994828"]You know you have played Sins too much when... ...You buy all your houses in a line as to maximize "trade" between them. ...You go the long way around the neighborhood because there was no 'white line' between yours and your neighbor's house. ...You expect your car to slowly repair itself and then drive down the street slowing down at each house but then accelerating at high speed to the next one. [/quo
Ditto. Not really sure why Sareth is so hostile lol. I mean, why so much anger when we have such a great game to play? I could quantify and qualify the races against each other all day long if I actually felt the need to. I crunch statistical, financial and calculaic ratios for a living and most of the folks on here come with some kind of computer programming background so they pro
I think the ideal way to tame it is for it to take a percentage of empire wide income with a modifier for how far you are away from the enemy homeworld so that it will do little to rush with but be much more viable in late game and give a logical bonus for the closer you are to a homeworld. I would propose something like the following while keeping the effects on construction facilities the same: Lvl 1- Steal 10% of enemy empire credit income, -1% for every phase jump away fro
You know you have played sins of a solar empire too much when... ...you think culture is a glowing colored line that can make people neutral. ...you dream of phase missiles. ...you try to find the website for "Black Market" so you can buy minerals & crystal. ...you post on this forum in the middle of the day when you should be working .
GoaFan77- Your post convinced me if nothing else. This chart makes it fairly clear that the Guardian is pretty appropriately priced. I per
[quote who="Volt_Cruelerz" reply="102" id="2994089"]Well, I'll just show what I've done with those abilities because in the mod I run in all my games against the AI (Rebalanced Races) that I made actually deals with all those and a few others: Guidance: CD decrease improved from 25/25/25% to 25/30/35% Clary: spawns culture from the target Animosity: deals a DoT to affected units of 5/10/15 DPS Vengeance: Increased to 75%/150%/225% because it
I think having some level of PM Block with the Projected Shield makes total sense, if Vasari are supposed to have the most advanced shields. I would suggest a level 6 re-searchable with 3 levels that adds 5-10-15% PM Block to Shield Projection ability. I don't think it should have more than that because only the Kol has more PM Block and it makes sense that a Cap Ship ability should be stronger than a support Cruiser especially when it is being applied fleet wide. Its enough to be useful
[quote who="Stant123" reply="1" id="2993947"]before i even assaulted their home world or my culture reached their homeworld the game said i had won.[/quote] This is actually quite common when playing AI. If you have destroyed their major fleets and have a significant empire/economic advantage, it will usually give you the win if there is no reasonable chance that the AI could field another major fleet and hurt you.
[quote who="Volt_Cruelerz" reply="100" id="2993811"]To actually have something make a capital temporarily invincible, I'd have that as the final ability on a capital (or just one on a titan)[/quote] I wouldn't toss out your idea just yet, I think it could be properly balanced. If you cut down the the invincibility to say 10 seconds and had a high cooldown of say 60, it could work. I would even be willing to accept a limitation on the Cap ship like it can't move, it can att
[quote who="SithLordAJ" reply="25" id="2993338"]Judging by the number of people who think that you can build some kind of faster-than-light spaceship to get to the other solar system, I really dont think that there is a lack of imaginative 'fire'.[/quote] Hate to burst the bubble but unless physics itself radically changes or we discover an element that can generate infinite power (also a radical change to physics), then we won't be "engaging" our FTL Warp Drive's anyt
[quote who="Darvin3" reply="2" id="2993334"]For a direct firefight, none. Light frigates get torched so quickly by LRF in those kinds of quantities that you shouldn't be using them for straight fights. However, due to their fast move speed light frigates can still be used for skirmishing purposes to pursue unescourted support units and chase down retreating enemies. They make a great reserve unit as a result, and can be an exceptional cleanup-force.[/quote] Scouts work
[quote who="Doshka19" reply="2737" id="2993372"]I can run DS at all max as well, but with this mod I need to set it to Medium/Low/Low to avoid minidumps.[/quote] Ok, cool. Will try that.
[quote who="Draakjacht" reply="17" id="2993167"]Besides, if I want to avoid flak or push from being too powerful, I split bombers into 5 groups, have them fan out, and then come in tapered off. You can take out 1-3 waves, but the rest are intact and keep on trucking. Meh.[/quote] You are living proof of my point. If I am fighting multiple waves from diff directions, TK Push will be so much more effective at breaking up and countering your attack runs that it would be laughable to try
So anytime I try to load a game with this mod, I get Minidump the moment the map loads. I see my frigate factory but as soon as I move, it crashes. It's my first time using this Mod and I have the latest version with 1.32 Trinity. Any Suggestions? Do I need to lower settings maybe if I am possibly hitting 2 Gig limit? I play DS all the time with Max settings and no problem so just wondering.
I found the Space Ponies on Robot Chicken! http://youtu.be/81RN3olYIsQ It's an oldie but goldie
[quote who="Volt_Cruelerz" reply="95" id="2993070"]I went back to using LRF and I just realized something I hadn't changed.. The Dominas still had NeedsToFaceTarget set to true.. Without Revelation help, there were 30 LRM left. In a following test with level 3 Guidance, there were 24 left. Regardless, now that I've actually got them as omnidirectional casters, they seem to be doing better.[/quote] I heartily support the work to make the Domina an effective healer. I
[quote who="CptSiddy" reply="12" id="2991864"]After you claiming that 2 halcyons, even with lvl 3 push can kill even moderately armor and health upgraded vas bombers, i stopped taking you seriously. You cant stack push, like you can stack burst. And both push and burst need micro to be defective against someone who micro his bombers. [/quote] Oi Vey- where do I start... Yes Halc's kill Vas Bombers, Do it all the time in Private Lan Games not "Comp Stomp" as you
[quote who="boshimi336" reply="31" id="2991666"]I'm curious how they would set up victory conditions in the game based on the current architecture[/quote] They wouldn't do a Civ style victory condition would they where you have to build some AMAZING feat and then hold it for a set amount of time? Could that work in Sins? Really love the overall idea behind a King of the Hill type Grav well that gives special bonuses when you control it.
Wow.....CptSiddy is really adversarial. And likes to think he is right alot. Im done trying to change his mind on his infamous "My Kols will own your SC theory". You can't fix trolling.
OH SH!T! THE SPACE PONY TITAN. IT WILL OBLITERATE WITH SHEER AWESOMENESS! RESISTANCE IS FUTILE BUT WELCOME
[quote who="Darvin3" reply="64" id="2991761"]It's now area of effect[/quote] haha, shows how long its been since I bothered to build one. You make valid points.
[quote who="CptSiddy" reply="9" id="2991549"]And if you dont respect kol then you clearly haven't seen kols clearing skies in one co ordinated burst. It is the one and only late game cap ship TEC should build in numbers like 4+, if you are rich then you get few dunnovs to keep the healthy. Kol is your carrier fleets best friend, it allows you go bomber heavy and sit on edge of well without fear of enemy SC. Even against skilled player who actualy KNOWS how to micro SC (something that make
[quote who="HartLord" reply="16" id="2991471"]Any TEC player should make extensive use of Dunovs mid to late game, their abilities are pretty[/quote] Ahhhh Delicious EMP, How I love thee. And Magnetize with its ability disable and fighter ownage.
[quote who="-Ue_Carbon" reply="25" id="2991539"]broken Pirates[/quote] Aint that the Truth lol. [e digicons]:P[/e]