ARESIV

ARESIV

Joined Member # 4455241
44 Posts 874 Replies 2,258 Reputation

[quote who="GoaFan77" reply="5" id="3217675"]Well, first of all the missile platform could do that way before titans were around. Second, as the missile platform cannot move, just don't use your titan to destroy them. Let your frigates do the work. A pathetic missile platform should IMHO not be capable of doing that! Not to mention that by using phase missiles, this may be the only defense turret that remains useful in late game. Al

61 Replies 83,304 Views

Disruptor Nanites Ability User: Vasari Missile Platform Ability Type: Passive Duration: 300 - 5 entire minutes! [e digicons]o_O[/e] Range: 7500 - not bad.... Effect(s): Passive regeneration disabled (hull, shields, antimatter) [e digicons]:waaaa:[/e] Wait a moment... a puny cheap pathetic little missile platfo

61 Replies 83,304 Views

[quote who="candido-" reply="16" id="3217411"]I have to say that I am in a minority on Wail. I myself mostly play TEC, and I therefore do not play with Wail. I play against Wail. At first, I found it totally overwhelming. But now I have adapted strategies and compensations, and I find that Wail, though certainly powerful, adds an extra dimension of strategy to the game. You can't just "make a huge fleet and kill everyone". You have to think more, you have to anticipate more, most of the n

32 Replies 40,205 Views

[quote who="Senza32" reply="26" id="3217492"].... On the subject of Orkies, I think the devs did indeed take a step in the right direction, but something has been bugging me. Why is it that the Vasari starbases are the best in terms of armament/ armor/ etc? They can already move, which is untrue of the other two starbases, so why are they made even better by giving them all these ridiculously powerful upgrades? I think that the TEC/ Advent starbases deserve a huge buff. because the

43 Replies 133,573 Views

[quote who="Seleuceia" reply="8" id="3217226"]Maybe there's a misunderstanding...for me, "warning" is an effect (particle and/or sound, but preferably both) that indicates an ability is being used...for example, when an SB uses RB, there is a short delay time and a particle effect....granted, if you aren't looking at the gravity well you won't see, but if you aren't paying attention, your loss... Again, I'm coming from the mindset that wail should only affect th

32 Replies 40,205 Views

[quote who="Seleuceia" reply="7" id="3216769"] Quoting MNation, reply 1I know the name of the player since then, but i wont reveal it atm. REVEAL THEIR NAMES PLEASE The solution to this problem is not to remove/limit pausing that affects the 99% of players who don't abuse this....the solution is to make everyone aware of specifically who does...then players/hosts can choose to avoid playing with those trolls that ruin the game... Already there are hos

13 Replies 59,560 Views

A very good patch! [e digicons]:grin:[/e] What I like most: [e digicons]:D[/e] The humbled Coronata is back! And this time she means business! Until now, she had little answer to an Eradica microwaving your fleet. But not anymore! Now she strikes back with vengeance! <span style="color: #00fff

43 Replies 133,573 Views

FOR WAIL OF THE SACRIFICED DISCUSSION - GO HERE: https://forums.sinsofasolarempire.com/428672 [quote who="Ekko_Tek" reply="5" id="3215706"]I still remember when the balance topic came up at release of Rebellion and people were strongly arguing against any fleet supply cost added to them because no other starbases do. I'd say onc

74 Replies 238,496 Views

[quote who="DirtySanchezz" reply="6" id="3215710"]... In other news, Wail of the Sacrifice (which should probably be completely removed from the game) wasn't nerfed either.[/quote] Removal is not an option. Balancing it is not exactly easy... I will admit that. [quote who="Seleuceia" reply="23" id="3215941"] Quoting GoaFan77, reply 17A better way I think is to not attack with your whole fleet at once. Because the time to set u

32 Replies 40,205 Views

[quote who="Sinperium" reply="2" id="3213340"]I think ten years from now it will be like the movie "Fanboys" where fans broke into Lucas Studios to preview the new Star Wars sequel. It's possible that Strardock and Ironclad will have forgotten about Sins II by then and be busy with the latest greatest thing of the minute instead and will be sipping mint juleps on their verandas. One by one, they'll be surprised by night camouflaged figures who knoc

14 Replies 45,210 Views

Excellent, the patch is (soon) here! [e digicons]|-)[/e] Thank you for your excellent work and continueing support! [ Interface ] Added new UI option: Empire Tree - Show Ships in Phase Space, which toggles whether ships phase jumping to other gravity wells are displayed in nods in the Empire Tree. (Helps prevent the Empire Tree from 'j

175 Replies 547,797 Views

Some Replays can be found using the forum search function or looking in the Strategy or Multiplayer part of the forum.

3 Replies 3,304 Views

Ahh yes.... the good old Conquest Frontier Wars.... Sadly I have neither the time nor the skill to mod something like that

2 Replies 1,565 Views

[quote who="XATHOS" reply="43" id="3212566"]I usually play on 10x10 maps on SupCom. Sometimes 20x20. Oh,a and the game was developed the same kind as Sins was. It has no support for more than one core. There are only tools to aid in the thread processing.[/quote] Actually that is not true. I participated in the BETA for Sup Com 1. They demanded a dual core system back then. The issue with Sup Com 1 is that it was their firs

63 Replies 139,960 Views

It should be noted that Sup Com 1 suffers from poor multi core programming. That was indeed adressed with Sup Com 2, but as mentioned before, the far smaller scale of sup com 2 ruins most of th point. Largest Map size in Sup Com 2: Arround 13X13 KM Largest Map size in sup Com 1: 81X81 So for all of you people wishing for multi core support for Sins... wish for good multi core support ins

63 Replies 139,960 Views

[quote who="GoaFan77" reply="383" id="3211539"] Quoting ARESIV, reply 382I especialy love the TEC planetary defenses! Thanks Quoting ARESIV, reply 382Although it is somewhat pity that you cant see the current status of them. How many of them are build or how powerful they are currently. Would there be a way to somehow have their build up process visible in the game? Preferably only to me^^. Not that I can come up with. I'd have to app

1,119 Replies 3,148,107 Views

[quote who="XATHOS" reply="35" id="3205890"]Do what I did in my mod over a year and half ago: 1. Stage the fleet supply to 1000. 2. Stage the max cap. ship crew at 10. 3. Adjust the fleet slot and ship costs. 4. Use TSOP. 5. Don't play on huge maps (100+). Problem solved. If the indy game done by a small dev. team isn't up the standards of your triple A games done by large dev. teams, don't play it.

63 Replies 139,960 Views

An awesome mod! [e digicons]:w00t:[/e] I especialy love the TEC planetary defenses! [e digicons]}:)[/e] Although it is somewhat pity that you cant see the current status of them. How many of them are build or how powerful they are currently. Would there be a way to somehow have their build up process visible in the game? Preferably only to me^^. If not, how long does it take until a planet is fully

1,119 Replies 3,148,107 Views