Wrath89

Wrath89

Joined Member # 4452402
31 Posts 1,070 Replies 13,398 Reputation

[quote who="JasonFJ" reply="69" id="3000508"]1) configurable XP rate option (to slow down cap levelling)[/quote] I'm pretty sure there's something in gameplay.constants or some other easily moddable file which can achieve that. Carrying over cap stats though would need to be programmed in, of course.

110 Replies 243,375 Views

If you're trying to perform decently in the battle, managing your fleet from a whole-battle perspective is better. Besides, it's not like there's all that much to do... turn, fire until ship is dead, turn a bit, fire more... Sins was made to be a 4x/RTS, not a FPS of some sort. Not that this capability wouldn't be interesting, but...

3 Replies 10,519 Views

That sounds very unusual. I was under the impression that the cannon wouldn't even allow targets to be picked which weren't under enemy control. You could just not use autocast. (autocast with Novaliths is often pretty bad, anyway)

6 Replies 3,418 Views

[quote who="Aarchel" reply="14" id="3000411"]For instance in Sins it is possible to win without ever attacking an enemy, it requires a lot of patience, excellent micromanagement, a massive economy, excellent defenses, and great tactics, but it can be done. Just try to overcome a player in SC2 with sheer economy, and almost no units, it can't be done. I've won games with max players simply by being the only one to survive the insane pirate raids. I've allied with

18 Replies 65,356 Views

[quote who="tasher15" reply="4" id="3000284"]You should let the colony frigs get asteroids because of the low militia there right? if i send 3 or 4 scouts with it should be able to protect the colony frig ... and let the akkan handle the planets along with more scouts... this is for fast expansion play as i understand it[/quote] This is actually part of the multiplayer tip pack was going to send you: <sp

26 Replies 14,090 Views

[quote who="tasher15" reply="2" id="3000119"]ok thanks a lot, now when you say speed it up i know you are talking about my fleet management and all that, but what game speed does the online community play at...ill be playing comps till rebellion comes out most likely...thank you so much for the tips [/quote] Online, people play with everything on Faster. It helps speed the game up - hourlong games are long enough already. Online players also nearly always set the other options to lock

26 Replies 14,090 Views

Of course using enforcers (or any other very short-ranged combat unit) when fighting Advent is a bad idea, but against TEC especially and Vasari to an extent it would work well. I would think.

6 Replies 5,338 Views

There are a few reasons I would use enforcers: * They are great damage soaks - being able to repair 36 hull/second for 20 seconds with a built-in ability (via Reintegration) is nothing to scoff at, and can keep your fleet alive for much, much longer. * They are usually the best unit to counter enemy light armor targets if you can build them, in the mid-game. You say "HC's are supposed to counter LRF, they don't" - I think they do, in equal supply amounts,

6 Replies 5,338 Views

Everyone who is anyone plays Diplomacy, probably exclusively. It's the only version still being actively patched and bugfixed. The extra features in Diplomacy are nice too, even if they aren't used all that often. (in multiplayer at least)

4 Replies 11,893 Views

[quote who="Zeta1127" reply="2" id="2999255"]When I regain access to a computer capable of handling Sins, I would like to do this kind of thing, because I have very little experience with multiplayer.[/quote] When that happens feel free to PM me if you want. I'm no expert by any means, but I think by now I have a good understanding of multiplayer macro and can share what I've learned.

3 Replies 2,419 Views

[quote quoting="post"]I believe that ICO should grow, and not have its growth hampered by players at the top. I would suggest that the online community have a "big brother/big sister" statistic to encourage high skill players to take new players under their wing to train them. The new players would be able to comment on this program as to the efficacy of the teaching (after the lesson they would receive a prompt), and no player with fewer then 100 games WON could be a "b

24 Replies 12,488 Views

The biggest problem is time. If one is playing a game and is trying to win, unless they're in a large team game and happen to be in the eco slot, they probably won't have the freedom to check out how the newbie over there is doing and to then take the time to type in a message to give advice and pointers. Typing out messages takes a significant amount of time - usually too much, if one is playing in an even moderately competitive match. If one is trying to introduce a newbie t

3 Replies 2,419 Views

One of the biggest problems with Sins is the lack of players online. For something which sold hundreds of thousands of copies (over 500,000 by Fall 2008) and which won IGN's "Best PC Game of the Year", there's something seriously wrong if one can usually only find 20-50 people online, even during the peak hours in the evening. I can think of a few contributing factors to this: There've been numerous serious bugs and compatibility issues, especially in the past, from what I

18 Replies 65,356 Views
Reply to Pirates! ARG! in Strategy

[quote who="gamerlamb" reply="20" id="2998970"]Yes indeed. In late game Sins, even with normal fleets on, I will usually have 2-3 "Large Fleets" each consisting of 3-4 Capitals, 50-60 LRF, 35-40 HC's, 25 ish Fleet support healing ships and 25 ish Flak Frigates. This is generally my preferred but if Im going more SC heavy then I will have 3-4 Caps, 35-40 Lrf, 15-20 HC's, 15-20 ish carriers and 15-20 fleet support/healing ships. [/quote] So you usually will have 2 or 3 fleets of

34 Replies 29,063 Views

[quote who="gamerlamb" reply="5" id="2998962"]I would maximize the logistics slots on Planet 1 and then build 1 trade and the rest culture if it really is your fortress/border world. You want your culture to be able to push back and at least be dominant on the enemy worlds, even if it doesn't neutralize, culture provides a unique bonus to each race when they fight in their culture. TEC=Extra AM, Advent=Extra Mitigation, Vas=Extra Damage. I have found this to be very

7 Replies 3,388 Views

If one is playing a team game with AIs and the AI is to the point of building envoys, if you wipe out a planet owned by a player, and an AI allied with that player has an envoy there (which your fleet proceeds to kill), I've noticed that very often the AI then simply builds and sends another envoy there, despite the fact that the planet is no longer allied. So then I attack that envoy and destroy it. Then the AI builds yet another useless envoy to send there. This isn't someth

4 Replies 3,543 Views

Putting a culture center on a dead-end planet is a bad idea. It's more efficient to put one on a planet where routes have at least 2 phase lanes to go in whatever direction: that is, a single culture center at "My Home" would work, or putting one (preferably) on "Planet One" would work. You probably shouldn't be building more than one or at the most two culture centers if at all possible: logistics slots are precious, and every unnecessary culture center you build means 2 fewer credit

7 Replies 3,388 Views
Reply to Pirates! ARG! in Strategy

Look at it this way. As TEC, a halfway decent early-game fleet to use when attacking another player has a capital ship and perhaps 40 or 45 frigates, using only the first fleet supply upgrade. Build more frigates, as Kitkun said, or, a better idea would be to either use no frigates, and instead have a single capital ship in the gravity well along with a few turrets and a couple repair bays. Or if you don't want to do all that and have the funds you could just build a starbase, if

34 Replies 29,063 Views
Reply to Pirates! ARG! in Strategy

[quote who="Thoumsin" reply="14" id="2997951"]If the neutral gravity well is a chokepoint, it is worth to put a starbase there... by example, if there chokepoint can lead to 4 of your planet, it is cheaper to put a starbase in the neutral gravity wheel that at the 4 planet...[/quote] True, but not necessarily likely. In general, it's better to put a starbase at a planet where it's within reach of stationary repair platforms, unless there's a neutral choke point leadi

34 Replies 29,063 Views

[quote who="DesConnor" reply="5" id="2997949"]Sins has AI scripts but they have been hidden, I'm sure that they would be #1 on any modders list of wants.[/quote] Agreed 100%. A moddable AI would be one of the best improvements the game could offer, IMO.

53 Replies 117,469 Views
Reply to Pirates! ARG! in Strategy

[quote who="GoaFan77" reply="12" id="2997921"]A. Not expanding fast enough. You should try and get your free cap ASAP and then max out your starting fleet supply with frigates and quickly take over nearby planets (asteroids first). A cap and 8 light frigates should be able to take everything except desert and terran planets.[/quote] For even quicker expansion, I highly suggest using scouts, which are much more cost effective. Use them to attack siege frigates, then have a colony ship

34 Replies 29,063 Views

"The empire tree is supposed to make ship organization and giving commands easier. However, especially in larger battles, ships are either dying, leaving, or entering the battle so quickly that reliably selecting a ship and giving it a command from the empire tree can be very difficult, if not impossible, because the ships displayed jump around so much." The empire tree is nearly impossible to use when it's most needed (when there are a good number of ships in the battle).

7 Replies 14,293 Views