[quote who="DirtySanchezz" reply="58" id="3251630"] Quoting LupusVir, reply 30Do any of you guys ever play vanilla SINS anymore, or even Diplomacy and Entrenchment? I haven't ben on those in a while, but I am thinking on re-visiting. Because those games are balanced, I was just wondering if there are many people playing those online anymore. Entrenchment/Diplomacy >>> Rebellion IMHO.[/quote] I think the majority would disagree. <
ARESIV
[quote who="GoaFan77" reply="8" id="3250878"] Quoting Timmaigh, reply 7Distant Stars, Extended 4X, As the creator of the Enhanced 4X mod I'm certainly biased here, but many of my friends are on the distant stars team and while I've only glanced at the inner workings of their mod I'll try to summarize them. Definitely if you want extra content without new races (and not just new planets) those are the two mods to pick from (if you're on Entrenchment mad scientis
[quote who="GoaFan77" reply="3" id="3250837"] Quoting ARESIV, reply 2I actually prefer the way it is now, as before it was very tedious in FFA games because you needed a certain ammount of people to win. I can understand your issue, but imho the current implementation is better. How is being able to have 9 people team up in a FFA and together defeat 1 player to give all 9 players the win an improvement? Maybe I don't understand fully how it wo
Yes, they do. They have a good history of supporting their games, too. [e digicons]|-)[/e]
It has been noted that TEC Loyalist are poor at the offense. Now with you both being TEC Loyalists, that means that the attacker is at a considerable disadvantage. As you noted, his attacks were not more successful as yours. Although being somewhat underpowered compared to the TEC Rebels TEC Loyalist still are not to be underestimated when you are forced to fight on their terms. Digging in in desperate situations is where th
It should be noted that BailKnight's Graphic Mod found here: http://ricksgalaxy.homestead.com/links.html DOES WORK with E4X - giving it far nicer graphics. [e digicons]:grin:[/e] <span style="col
I actually prefer the way it is now, as before it was very tedious in FFA games because you needed a certain ammount of people to win. I can understand your issue, but imho the current implementation is better.
Comparsion - only values which are different (source = Sins Data Spreadsheet by Malek3) TEC Kodiak Heavy Cruiser: Credits: 500 Metal: 100 Crystal: 70 Supply: 10 Build time: 60 Hull: 1050 Shields: 600 Armor: 5.0 Minimum Survivability: 2002.5 Maximum Survivability: 2272.5 Average Surviv
[quote who="Twilight_Storm" reply="23" id="3245772"] Quoting Seleuceia, reply 1The problem is that your tests did not include fleets at all, and therefore are not representative of what happens in an actual game...you also ignored all the mid levels, which are far more relevant to how titans change the game dynamics... I did do a fleet battle, in round 2, and doing the mid levels is pointless if a max level test is being done, as it doesn't lose any abilities. <
Even without shields, Vasari bombers are extremely hard to kill.
It should also be noted that Advent in general have major trouble against Vasari and this is true for Vasari AI, too.
[quote who="Dimka2010" reply="23" id="3247356"]My wish: It would be to the death of some AI (or player) all the mines are scattered on different planets lost the status of "immortal" and would destroy the fighter-bombers or ships builders, if not busy with something else or not orders the player. The reason - the death of Ai or player, the
[quote who="Senza32" reply="31" id="3245386"]Not really. I personally consider TK Push to be vastly superior to flak burst and I'm sure I'm not the only one, but it still doesn't help against Kanrak sniping... Also, since when did the armor upgrades more than double the armor? It's only 2.0 -> 4.0 for the 2 upgrades, isn't it? And that's only at very late game.[/quote] The main problem of TK is that it does only delay the enemy bombers for may
BUMP
[quote who="GoaFan77" reply="8" id="3246115"] Quoting undoreal, reply 7 Quoting harpo99999, reply 6undoreal, that mod will not work even with entrenchment or diplomacy as it was for the vanilla sins 1.05 which was back in 2008, and it is from BEFORE my mod updater could update mods and even existed. harpoThat's a pity. I really hope that someone will fix this. Would be appreciated of course if the developer would do it directly... :/
https://en.wikipedia.org/wiki/Railgun https://en.wikipedia.org/wiki/Coilgun The TEC Rebels Ragnarov Titan uses a Rail gun as primary weapon.... and Gauss Guns as secondary weapons. Railgun = Railgun Gaus Guns = Coilgun
BUMP for the Devs.
[quote who="GoaFan77" reply="410" id="3241920"] Quoting ARESIV, reply 409There is still no real indication on when the nukes are ready for the TEC Loyalists. The best implemenation would be of course a text on the info card, but if that is not possible what about giving the planet an additional 500 health when the nukes are ready? Well by that logic I'd have to give them 500 more health with each upgrade. And +1500 seems a bit much. Quoting ARESIV, reply
Thank you for the latest update (1.45)! [e digicons]|-)[/e] General feedback: Love the new mines! [e digicons]:thumbsup:[/e] There is still no real indication on when the nukes are ready for the TEC Loyalists. The best implemenation would be of course a text on the info card, but if that is not possible what about giving the planet an
Rebellion version: Bug Report: Bug 1: Vasari Gravity Tolerance - double research doubles the gravity tolerance -sometimes causes ships to be unable to jump away from a star. Because it tries to jump from the minimum tolerance points, which then lays beyond the area
The power of the Lasercannons (primary broadside weapon) got a considerable nerf back in Beta. This was justified back then because the Ankylon was nearly invulnerable with Furios Defense affecting shields too. So back then in addition to a nerf to furios defense its broadside laser firepower was reduced from arround 180 to around 120 per volley. That nerf was probably to hard. I propose to give it back its orginal fir
For starters the link goes to the map overview. You should link directly to the map, most people are in no mood to go on searching.
[quote who="Rovert10" reply="18" id="3239601"]Would buffing speed even do much of anything? Point of the Ankylon is to try and get into the heat of things and stay there while giving support to your fleet. Not run away taking pot shots.[/quote] The problem is that the Ankylon cannot escape the forward gun of the ragnarov...which naturallys leads to it loosing in 90 % of all cases.
The major problem with drastically increasing the resarch requirement and cost of the Titans, most Titans will never get build. If I need 16 labs and 30000 credits to build an Anklyon.. I am not building it.... it would not be worth the costs. So implementation of this means Eradica and Ragnarov... all other titans wont get build... there is also the issue that the game is often times already over when people reach that tech level </ul
Generally, seing that the Anylon is a defensive Titan and is somwhat smaller than other others, what about giving it considerable better speed an agility? [quote quoting="post"] Titan agility and speed comparsion: taken from the awesome Sins Data Spreadsheet by Mallek3 maxAccelerationAngular: Ankylon Titan: 0,9 Ragnarov Titan: 0,8 Coronata Titan: 1 Eradica Titan: 1 Vorastra Titan: 0