So I need to get into a game that was saved in v1.02 and it's important enough that I need to reinstall the game and roll back to v1.02. However, I can't find the patch anywhere and I unfortunately didn't save it. Does anyone know where I can download the 1.02 patch? Help me, Ironclad forums. You're my only hope. -Tom
TomChick
There are also racial bonuses in areas affected by culture. The TEC regenerate antimatter faster, the Vasari get a damage bonus, and the Adept get a shield mitigation boost. However, I'm not sure how this works in team games. For instance, if my teammate and I are both Adept, and I'm fighting in his culture, will my shield mitigation be improved? What if I'm Adept and my teammate is TEC? Will my antimatter regenerate faster in his culture? Also, StealthCat, capital ships im
That was posted two days ago. Besides, Ironclad might want to share the changes with the nice folks who don't read the forum or don't use SDC. But w00t! anyway. Looking forward to flexing the new speed control, blowing up some papier-mache siege frigates, and enjoying a bit of galactic conquest with fewer pirates breathing down my neck. :) -Tom
Man, this thread got crazy. Anyway, I'm just glad to hear Blair promise that people will still be complaining about pirates and siege frigates even after the patch. As far as I'm concerned, that'll be proof that the pirates and siege frigates are still doing their jobs! -Tom
Ouch. I'm inclined to agree with Schod on this issue. I'm by no means [I]s00per-skilled [/I]at Sins, but I appreciate the challenge of having to watch for siege frigates, to scout out my enemy's intentions, and to carefully consider the balance of developing, expanding, or fortifying. It's just downright good RTSing, and the power of siege frigates is a significant part of what drives the gameplay. I consider tough siege frigates part of the learning curve and overall balance. The
Thanks for the post, Blair. That was above and beyond the call of duty! I'm gradually coming around to discovering a lot of what you talked about, and I'm excited to see that Sins will support as much tactical tinkering as I can throw at it. It seems to play at two levels. The first level is to just move the ships to systems and let the AI take over. This is what hooked me. But what keeps pulling me in is a second deeper level, where I'm learning more about various ship synergies and how t
Well, whatever Annatar was trying to say, it's just drives home the point that the whole situation is muddy and I wish Ironclad was more specific about the variances among the different ships. I'm at the point in the learning curve where I'm trying to micro the tactical battles to better learn the system, and Ironclad aren't really providing the tools to do it. :( -Tom
In that case, my bad, since I was taking at face value your earlier comment that: [quote]The TEC's LRM frigate for example has a very long range but doesn't do very good anti-capital ship damage, while the Vasari's Assailants have much shorter range but are very good anti-capital ships.[/quote] It seemed to me you had some insight into this based on looking into the data files. Saying a ship "doesn't do very good anti-capital ship damage" sounds pretty specific to me. <br
Okay, I'm going to hop up on a soapbox for a second... [quote]Actually, yes it is.[/quote] Varlen, I understand you might be defensive about the manual if you wrote it -- hey, I've been there -- but I'd like to reiterate that [I]no, it's not in the manual[/I]. There's nothing in there that conveys the information that TEC missile frigates are weak against cap ships and Vasari missile frigates are strong against cap ships. Which makes me wonder what else I'm missing.
That info, if true, is not in the manual. If the Vasari's missile frigates are strong vs. cap ships and the TEC's missile frigates are weak vs. cap ships, AFAICT, Ironclad isn't sharing this information with players. What's this file that lists damage values? I'd be curious to have a peek in there and see what I've been missing. -Tom
[quote]The TEC's LRM frigate for example has a very long range but doesn't do very good anti-capital ship damage, while the Vasari's Assailants have much shorter range but are very good anti-capital ships.[/quote] Ugh, this is what I was worried about. How is a player supposed to know this? There's nothing in the tooltips about it, and no indication on the damage listing. I hate this sort of stuff being kept under the hood. Games like Age of Empires III and the Rise of... RTSs have
On the topic of weapon damage, how rock/paper/scissors is Sins? For instance, I see plenty of fighters, flak frigates, and siege frigates mixing it up in combat. Is damage from these guys calculated normally, or are there special multipliers for their attacks against fighters and planets? Should I not bother building fighters from my carriers if the other guy doesn't have any bombers or fighters to be countered? Are flak frigates useless -- or just a little useless -- against other
ttaargus, anti-matter is effectively a measure of time, which is one of the resources in any RTS. Also, the last thing I'd want Ironclad to do is look to anything in Sword of the Stars for inspiration. :) -Tom
[quote]Your culture will spread through allied planets and raise allegiance there. This way you can have a military focussed player backed up by a rearline culture focussed player. Friendly culture will collide and affect each other like normal but because you benefit from it either way it doesn't matter (unless you intend to backstab them ofcourse, which we feel adds a very interesting dynamic to Free for All games).[/quote] Dang, Blair, that is seriously *awesome*! So I gue
[quote]"Culture no longer c*ckbl*cked by allied planets"[/quote] Whoa, wait, what? Man, I was just kvetching. I didn't expect it to go anywhere! That settles it: I'm coming out to Vancouver to wash your cars. -Tom
Blair, good lord, thanks! I was totally stymied trying to figure out how to get to those team pings. It seemed that sometimes they popped up, sometimes they didn't! Now I look forward to testing how much I can push the AI around. [quote]We do play team games where one player goes heavy culture and hangs back, we always just make sure he was a single path out of any choke points.[/quote] Well, doesn't that kind of mean any choke points aren't actually choke points? :) If, sa
Yeah, I didn't mean to say the AI didn't use culture, but I hadn't noticed it yet in the few games I've played. I was just asking since I wasn't sure if it was something like walls in most RTSs: a tool for human players that the AI couldn't use. Glad to hear that's not the case. I understand there are issues of culture and teamplay, but it's unfortunate if teammates simply stop cold any culture spread, which seems to be the case right now. It's a blunt solution that could hurt the ga
Pardon the blue language in the subject header, but I couldn't resist. It's what was going through my mind the entire time as I gnashed my teeth and shook my fists. My sad tale is as follows. In a 2v2 game with locked teams, I had a single system as the bottleneck between my side and the enemy side. My teammate and I couldn't really coordinate who got which system, what with him being an AI, and he managed to beat me to the bottleneck system. No big deal, even if he was utterly reta
Remember, if it gets added in, I'll come out and personally wash the cars* you guys buy with your filthy Micro$oft Games for Windows lucre! -Tom * Offer still not valid in some states.
Blair, thanks for the comments! That's some nice director's commentary. As a hardcore RTSer, I guess I'm using Rise of Nations as my model for how it lets the user decide how much info he wants on the main screen. For instance, you can set up a variety of lists in the lower left corner and F12 through them. I'm imagining something like that for the bounty. But it's ultimately a minor issue. And good point about the glow effect on those screens. To Sin's credit, it does give a last
[quote][I] have gotten very cozy with the current system[/quote] I rest my case. :) -Tom
Yarlen, unfortunately the game settings aren't displayed when you load a saved game. You can check the AI levels when you load, but ideally this info should be available ingame. Also, the blue bar for planets is allegiance. The green bar seems to be health. Shadowhal, ah, I didn't catch that the second tier of salvage tech seems to award you resources for enemy stuff you've destroyed. So that's what it's good for! I had thought the entire tech line only refunded resources f
Schod, thanks for the reply, but I couldn't disagree more. RTSs are primarily about economy, and if Ironclad wants the Black Market to be an element of the economy, they need to make it [I]convenient [/I]and [I]easily accessible[/I]. That goes for the information about goods, as well as the process to buy and sell those goods. You're grossly overstating the situation when you talk about a "massive amount of info". As I mentioned in my initial post, Rise of Nations is a good model for
Kryo, uhh, I don't think planets have antimatter. Actually, I think I've figured out that it's allegiance. -Tom
Okay, so my biggest complaint so far -- and it's a testament to the great work you guys at Ironclad have done that this is my biggest complaint so far! -- is everything tucked behind the F3 key. Bounty and the black market are both really cool features. The black market is very much like the typical market function in other RTSs, but with the twist that you can put up resources for other players to buy. The bounty is a great bit of innovation, and I can't think of any counterpart in other RTS