XubXub

XubXub

Joined Member # 4562307
4 Posts 77 Replies 5,526 Reputation

Balance can be attained without faction homogeneity. [quote]This would also be a way to start to balance the vasari rebel's phase jumping starbases so that the vasari rebel tactical advantage isn't so huge when they use their starbases in a gravity well.[/quote] If this is your real issue, then I think focusing on phase jumping starbases is better. That said, according to the logs, they've already attempted to balance it internally. Complaints should be put o

321 Replies 1,056,292 Views

[quote who="Pat_22_" reply="22" id="3154252"]Not that firing it non stop wouldn't be fun as hell, but you know, sometimes friendly targets might get in the way. A slug from that hitting one of your own cities might not be good for your empire ( alliegance rate drops by 90%? )[/quote] Yeah, I somehow think there would be consequences. Fun visual, though. http://www.youtube.com/watch?v=sCoHT_cHPzY

103 Replies 330,141 Views

A slight "bug" with artifacts. Only one artifact can be on a planet in a game. I don't have any problem with that, but there's a catch. On maps with an artifact density higher than zero, a randomly generated artifact gets precedent over the map defined artifact on that world. As a result, only the randomly generated artifact will be discovered, and the predetermined one ignored. It would be nice if the game look for predetermined, map specified artifacts first, then check f

64 Replies 65,247 Views
Reply to question in Sins Rebellion

I believe there will be a hard copy of the game, yes, and concerning steam... "The Steam client will be required for Sins of a Solar Empire: Rebellion for initial install, updates and Internet multiplayer, regardless of purchase location. You can choose to play in offline mode via the Steam client after initial install, though ICO features and achievements will no longer be available." Straight from Yarlen. EDIT: I'm a noob, and hijacking this thread. Who

9 Replies 4,360 Views

[quote who="Paul Davitt" reply="2" id="3136206"]I guess that's my question, isn't it a captial ship? You have to have 2 captial slots to get one.[/quote] I believe I read in a change log they made titans count for the "kill X faction's capital ship" quest, so you'd THINK so...

19 Replies 20,563 Views

[quote who="Tridus" reply="51" id="3135121"]Since somewhere between 90% and 99% of the people who buy the game play more SP then MP (or don't play MP at all, depending on who you ask), ignoring what the SP players are saying is a great way to commit sales suicide.[/quote] As the best AI is one closest to a skilled human player, I think he meant more to buff/nerf ships/buildings based on MP strategies, and change the AI to reflect said strategies, as opposed to buff/nerf based o

55 Replies 50,056 Views

[quote who="trackpads" reply="2" id="3134778"] Why does the computer never ever build starbases in the Suns gravity well? [/quote] I'm kind of glad they don't. The phase destabilization makes a fair dent in fleets that try to bypass them. While it'd definitely make sense tactically, the thought of having to take control from a star that has up to five TEC starbases in a pile makes me wish I could point a novalith at starbases. Also, definitely hope

7 Replies 6,366 Views

I wonder if it's just a poorly worded info card and my assumptions, then. Being able to throw up two in hostile sure sounds strange, though. I wonder how that's panning out in multiplayer.

7 Replies 11,202 Views

[quote who="Rovert10" reply="42" id="3134725"]There is a subtle difference here. Galatic Civ is a turn based game. Trying to do all of this in real time would be iffy and not very enjoyable if I am having to keep track of the planet's positions as well as everything that's already in Sins.[/quote] I agree, not to mention the fact you'd be pretty severely limited with the number of planets per system, even with a dozen or so moons per planet, in a more standard navigatio

55 Replies 50,056 Views

Uh, not sure how I never noticed it before, but twin fortresses is supposed to let you get two starbases in your gravity wells. At the moment, it lets me put two in my gravity wells, two in neutral, two in hostile gravity wells, and an extra at a star. Just sort of assumed it worked right and never tried until now. Sorry if it's a known bug, but haven't heard anyone mention it.

7 Replies 11,202 Views

[quote who="Seleuceia" reply="36" id="3134654"]So, I think the key here is to find a way to combine revolving planets with limited phase lanes...I honestly don't know if there's a good way to do that, but if someone figures it out then that would be awesome....[/quote] Could just be distance. For instance, Galactic Civ (turn based) has a set range/speed a ship can travel a turn. In addition to that, it can only travel a set distance from an occupied starbase/planet. Admitte

55 Replies 50,056 Views

To Ryat and Pat, Advent rebels were still alive and not ENTIRELY mad at me, so tried the same with them. Not only did it take maybe 15 minutes to get them buttered up to the envoy stage, they also sent me an envoy so fast I half suspect they were already planning on it when I gave them the quest. Advent loyalists, on the other hand, were in the process of letting the send envoy time out for the third time. This could be a fluke, as I had the AI personalities set to random, and am n

10 Replies 11,721 Views

[quote who="GoaFan77" reply="1" id="3134497"]There's a setting that determines the "Diplomacy rate", perhaps you forgot to set it to fastest? [/quote] No, I never mess with those settings. It took me about an hour and a half to two hours to get that cap from ~3 to the 4.5 so I could start the envoy phase. I could throw infinite resources at him, but it just wouldn't raise past a certain point. TEC loyalist while the AI was Advent loyalist. Most of the usefu

10 Replies 11,721 Views

[quote who="Seleuceia" reply="26" id="3134485"]No doubt Sins of a Solar Empire is about solar systems, not galaxies...but when you zoom out of a solar system, you see a spiral galaxy graphic replace it (also, many maps use a spiral galaxy as their scenario graphic), which was really the only point I was trying to make when I said the systems look more like galaxies...[/quote] This comment adds nothing, but imagine a dozen different planet(iod)s, all revolving around a sun in differ

55 Replies 50,056 Views

It might just be my imagination, but rep with AI seems to take a lot longer to attain since the last patch. There's a cap on the relations that increases with time which... just seems to take a lot longer now. Before, I never even noticed it, and could get to the envoy stage pretty rapidly with anyone. I don't see anything in the patch notes to indicate a change. I do allied victory, everything else is default. Has anyone else noticed this? Don't know if all that playin

10 Replies 11,721 Views

[quote who="Rovert10" reply="3" id="3134295"]Superweapons are generally not worth the money for any of them. Novalith included even with the TEC discount.[/quote] I'm tempted to agree, but the amount of shenanigans you can pull with a kostura and a fleet with an Antorak is fiendish. The big question on my mind is, if Vasari rebels get phase jumping orkys, does that mean you can shoot a world with the kostura and drop a fully upgraded orky on them? And, once the world is a burnt

55 Replies 50,056 Views

[quote who="Volt_Cruelerz" reply="33" id="3133673"]XubXub, what mcintire was saying regarding the presence of starbases is my same philosophy. It's not uncommon at all for me to use Orkies for their economic benefits. If I'm going to turtle, I'm going to spam starbases and make stupid amounts of trade ports and will put an orky on every neutral that increase my length.[/quote] Yeah, I kind of feel foolish for not even considering that as a possibility, I usually have my

42 Replies 125,574 Views

[quote who="User45701" reply="30" id="3133591"]i dont understand the problem an ai or human player using novalith is not a problem is it? it only costs 2k for a starbase builder and what 1200 or 1800 to research the enforced loyalty - done. just do it in every system in every game - you might as ell do it anyway because of rebel attacks - it solves both problems in your back systems and its cheaper than building hangers and turrets[/quote] The argument I was trying to ma

42 Replies 125,574 Views

[quote who="mcintire" reply="27" id="3133542"] I for one almost always have starbases on most of my planets before being shelled with Novas, in which case it's just an 1800/275/150 investment.[/quote] That's actually a pretty good rebuttle, hadn't thought of that. I usually tool mine for pure offense and neglect the economic aspects. Curious, do you find the bonuses strong enough to warrant a starbase even when novaliths are out of the picture? Also, do you play more ag

42 Replies 125,574 Views

[quote who="Volt_Cruelerz" reply="17" id="3133209"]The Deliverance Engine with a buff that would disable any broadcast centers on the target planet would be immensely powerful by allowing the Advent to attack the enemy within their own unopposed culture which drastically improves the survivability and damage output of an Advent fleet.[/quote] That's a surprisingly elegant solution, I like it. The fact the deliverance engine can be countered relatively quickly by local culture s

41 Replies 122,356 Views

[quote who="Rovert10" reply="21" id="3133414"]Well by that logic it's your fault for allowing anybody including the AI to build that many novaliths in the first place so thus you deserve to lose or at least battered consistently.[/quote] Don't jump to conclusions. I never said I had trouble with Novaliths, just that they're out of line in strength with the other superweapons, and that starbases aren't a valid counter. If we want to put words in each others mouths, a

42 Replies 125,574 Views

[quote who="Volt_Cruelerz" reply="5" id="3133225"] People just need to learn their counters...[/quote] I really hate when people pretend a starbase is a counter... Lets do some math. Novalith price, before reductions: 8000 credits, 600 metal, 500 crystal. Argonev (with auxillary government) price, before reductions: 4800 credits, 725 metal, 525 crystal. That's 60% of the credits, and over 100% the amount of resources PER PLANET to coun

42 Replies 125,574 Views

In fairness, "then building super weapons in the back that wipe your enemies out." should read "then building Novaliths in the back that wipe your enemies out." The other two super weapons definitely do not work that way. I actually rather like how the other two perform; they require joint operation with a fleet to realize their true potential. That said, the deliverance engine DOES seems to need a bit of tweaking, but I like what they're going for. The only issue here is the N

42 Replies 125,574 Views

While I'm curious how it'd pan out, I'm also aware that there's only a few games that even try to imitate things like supply lines. Total War with it's max siege days and blockades come to mind, and I might even give a nod towards trade ships, culture, or corvettes versus constructors/extractors in Sins, but those are a far cry from real supply lines. Originally, Rome: Total War was going to have some of those mechanics, but they were removed for the sake of gameplay. I ha

9 Replies 9,384 Views