Yes those work, thanks. Nice strategy with those starbases near the star :)
GeomanNL
I could not load them... the game warns me, that the files are an older version of Sins and can't be loaded. Their dates are from 2012, maybe you copied the wrong files.
It takes a while to destroy a fleet, and during that time the enemy can build new ships to replace the ones he lost. So you have say 10 minutes for the fight and 10 minutes extra: that's 20 minutes in total and that's enough time to build a very big fleet, especially if you have enough savings to build it. Also, the hard AI is very unlike the normal AI, because it gets a *lot* of extra income: credits, metal, crystal. If you think you're doing fine, then the AI i
I have got this TEC fleet, and I've got this Ankylon Titan with its great group shield. But do the ships stay under the shield? Nope. Even at the tightest formation, they form on a line, which extends beyond the Titan. Sometimes the Titan is on one end of the line and my ships (especially the capital ships) are on the other end of the line. Can I force them to go back under the shield? Nope, because they have their assigned fleet position and they want to return to&
[quote who="ARESIV" reply="51" id="3382611"]Due to a lack of significant firepower, any antimatter draining ship can stay in range infinite, permanenty keeping the Anklyon from using any abilities.[/quote] I think the Ankylon is not intended to be used on its own, it is a supporting Titan with a powerful group shield. It has an accompanying fleet that can attack stuff ... so what if it is weak when it's all alone. It's pretty good with a fleet, all imo of course.
Imo it's not just about the bombers, I think the light carriers are too strong as well (even though they have no weapons). - Reduce the health of light carriers. - Reduce the speed of light carriers. - Add some resource cost to the production of new bombers (since the bombers act as units, they should cost resources just like units). I would think initially, just a little bit. Like 10% less health, 10% less speed, and only a small resource cost (like 10 cre
I think you should balance the game for large maps, because that's what people like most (whether it's human vs humans, humans vs AI, or FFA, people like medium to large maps and at least 4 players). There are not many people playing 1v1 games on small maps. Even single player games, I think people like to play against 3 AI's, or do FFA's with 3 other AI's or more. Anyway that's my 2 cts, I think larger battles are more enjoyable than 1v1.
I thought so too, at first, but the result of my first test were so inconsistent that they made no sense. Only when I did fire/ stop/ fire/ stop did the results become more meaningful. I think the first wave of lasers only seems more powerful, because of the way the damage counter works and the way ships fire after the first attack (not in neat separate bursts anymore). Thus, it *seems* like the subsequent damage done is less and less, while in fact you cannot compare the subsequent
"Torpedo cruisers are designed to crush a starbase, but by building them, your enemy does waste valuable fleet supply for them, so his fleet will be significantly weaker." They are so strong, you only need a handful of them (10 at most) to rape a starbase. About 100 fleets points out of 2000 fleet points, that is just 5% of your fleet in order to destroy the most significant asset of the enemy. If you lose them, you can easily build reinforcements in parallel, while the enemy has
Well my test showed that it doesn't work that way. First attack by a large group of ships or second attack, it hardly matters. Only 1 or 2 ships in your whole group of attackers will do a bit of extra damage during the 1st attack and that hardly makes a difference.
Bomber/fighter squadrons could be changed as follows: build them like normal units, send them anywhere like normal units. A carrier becomes an advanced flak platform with additional repair facilities for squadrons. Imo that'll fix the overpowered on-site-bomber-production-at-no-cost. (They probably they won't change them, because it will be lot of work to overhaul the bombers like that. Still, it's the only way to fix them imo). Not really balancing but a
I think you didn't check correctly, the cruisers don't fire neatly in waves, but a bit at random which makes it seem like the next waves of attack do less damage than the first wave because only in the first wave they fire all at once. Or maybe the counter doesn't update regularly enough but with a slight delay. Anyway when I press attack and then just watch the health number of the enemy starbase, there is a lot of randomness (1600 - 1400 - 900 - 700 - 1200 - 500 - 1000 etc.). I
Just a random idea: the phase lane thingy could be made less overpowered (while still somewhat useful) by not allowing capital ships or Titans in them. They can then still be used for resupply of a fleet (which is very useful in itself), but they're then not as effective for assaulting and conquering planets behind enemy lines.
Okay ... [e digicons]:X[/e]
Yeah right... I forgot to mention the carriers and bomber. It probably went like this: let's add carriers! Oh, that's such a good idea! But wait... what happens when the bombers get destroyed, how do you resupply them? Should they cost credits and resources? No, that doesn't make sense, they are in an enemy gravity well.. oh wait, there's animatter, let's just rebuild them for "free". Oh, but isn't that too poweful? No of course not, we'll just strip the carriers o
I think the real problem is that there are people who thought: "Great idea! Let's do that!" Without thinking how it would turn out in the game. I wonder if the people who imagined all these abilities actually *played* the game, or just thought that those things would make a great selling point. Like ... shield mitigation. WTF if the point? Basically it reduces nearly all damage by half, except the first shot fired. Like ... portable phase lanes. WTF, those are li
I recently played 1v1 against a hard AI on a tiny map (with 12 planets or so). You don't get a chance to develop an economy or do much research. You'll be continuously attacked by lots and lots of units and you have to keep building simple ships and keep countering waves and waves of ships. You'll have to be very careful about spending credits on research, trade ports and on building a Titan. I think such a game will give you plenty of
I doubt that, that would require a time-delay. https://www.sinsofasolarempire.wikia.com/wiki/Shield_Mitigation This mentions no time delay, only that shield mitigation goes up as soon as the target is hit. It basically it says "1 Ogrov is better than many" to target structures. For bombers in a single wave attacking a capital ship that would mean that the 1st bomber will do max dama
(never mind)
I've taken a look at shield mitigation during my last game. I noticed that a single battleship firing at an enemy ship already makes the mitigation jump up to about 60%. I've done a small test where I sent 2 fighter squadrons against an enemy ship and after 1 pass, the shield mitigation jumped to about 60%. So basically... the mitigation doesn't really address the effectiveness of bomber-spam. Whether you send 1 squadron or 100 sqadrons, the mitigati
Please don't suggest weakening defenses in favor of that boring bomber-spam... yes the Vasari defense is good against bombers, and that's what such a defense is supposed to do. You can always bring in a couple of long-range torpedo cruisers to take care of the hangars. It's really the other races that have underpowerd defenses against bombers imo.
Also make it possible to hide friend-only games please. I can't join those anyways.
I'm from the Netherlands, no problems. I suggest, disable the firewall on your router (not on your computer of course) or set a demilitarized zone on your router for your computer IP address.
"Grant small antimatter regeneration to Furios Defense, higher in own gravity wells. Reason: No other Titan can be drained so easily of antimatter and no other Titan suffers as heavily from it." Isn't there is a capital ship for that, the Dunov with Flux Field? I wonder if your balancing takes into account the Diplomatic advantages of the races, like the big armor and trade boost of the TEC ?
I didn't know that shield mitigation did this. There are some problems with it: - base = 15%, max = 60%, so the damage reduction improves by 45%, not by 60%. And the difference is probably less, as in 1:1 fights the mitigation probably also increases a little. The actual difference between a 1:1 fight and a 100:1 fight might be about 40% really. But I haven't tested this, I'm not really sure. - the cap limit means that focus firing is still