[quote]I don't think they were outrunning ur cap fleet. All capital ships have speed of 600. The Akkan (colonizer) has a speed of 475, so yes, that one will never keep up. Illums have a speed of 500. That's the numbers there, though I don't know if they've been changed at any point.[/quote] Capital ships, with the exception of colony caps, move at 525. Illums are a little slower at 500, but they turn faster and have 50% more acceleration, so I can see why someone would perceive them as
Cykur
There is no set strategy. It is a combination of what both you and your opponent do that determines the game. 1.) Scout the map, figure out how far away your enemy is and make sure he is not an immediate threat. If he is a threat, you have to build military sooner. 2.) Expand and maybe even work on Trade if you see there is no risk of contact. Keep an eye on your enemies fleet movements. 3.) Try and grab key worlds ASAP! If you see a world that bottlenecks your
https://forums.sinsofasolarempire.com/316556 Here is a link to the 1.1 change log thread.
Yes, they are reducing it in 1.1.
It is actually useful later game too, because you want to keep track of expansion and enemy fortifications. But I do it all manually, because the scouts will keep flying into deathtraps. That is why I'd love an "avoid" toggle.
Has anyone else noticed that when you send a scout to a new star system and leave it on auto-scout, the first thing it does when it arrives is turn around and fly back? If you give it a couple of manual orders to hit a gravwell, then it seems to be fine. I'm not certain if it always does this, but it has happened to me so many times. It would be great if this was fixed. I also mentioned in the past that it would be great if we could set systems to "avoid" for auto-scouting purpose
[quote]You install it, use it for what you need and then uninstall it? That sounds terrible, I know.[/quote] You don't even uninstall it!!!! It takes up 16MB of space. You just don't ever run it unless you know a patch came out. So many games come with auto-patchers now, not to mention every MMORPG that is out there.
Venym, While you claim to be logical and reasonable, all of your language is very loaded, using words like "shady" and "scam", not to mention comparing Impulse to a form of cancer. Your comparison to the music industry is also unsound, they lost money because they didn't embrace digital distribution quickly enough and tried to fight it instead. But now that Digital Distribution has been embraced, it isn't some free-music wonderland -- Apple is currently well on its way to b
Aha! A Bump! I must comment! Illuminators are very powerful in a stand up fight. But in the hands of a skilled player, the real reason Illuminators are so powerful is they shoot while moving. Yes, they have less range, so they don't have the same luxury of hanging back and picking at things...but then again, that is how Illuminators work. Illums shine when you drive them into your enemy and keep em moving. Have you ever tried to run from Illuminators? If a pack of Illum
Actually there can be rushing if someone starts out close to you. Sometimes even on big maps, if you are unlucky enough to be 2-3 jumps from someone....kind of aggressive. I may have been guilty of this once or twice. ;) One time on a huge single star random map, there was a phase line directly from my homeworld to an enemies. Good times. If you hate rushing, you can find some maps that make it very hard, or impossible.
[quote]1: throw us a bone, explain how this impulse machine works i cant seem 2 figure out where to find options 2 modify my own stuff etc. (and so do alot of others)[/quote] You just make sure you are logged in with your account, and click on "My Games" Tab, "All" sub tab to see what you have installed. Click on a game, and the window to the right shows you what options are available. You can also click on the Updates main tab to see one place all available Updates for games you own.
Be gentle with mah subverters. Give Illuminators da beat stick. I love you guys. (Just want to get thread back on track)
The ironic thing here is that our operating systems and some of the applications we use already check for patches whenever they detect an internet connection. On top of that, every time we use our webmail accounts or a search engine, we are being heavily datamined. Impulse is just a little application that can be launched, used to patch the game, and turned off. It takes up 16MB of space on my hard disk. Are there really people out there who play this game AND have no internet access?
Good points have already been made, so I'll throw out something else to think about for those of you who like to number crunch the value of upgrades. When trying to mathematically gauge the value of upgrades where you increase several statistics of a ship by say...40%, you get a combined effectiveness that is higher than 40%. The difference is not huge at first, but it can become substantial as the overall percentages go up from baseline. For example, if you increase the sur
[quote]As I understand it, Carriers will be about 20-30% better in terms of squads per price.[/quote] 20-30% sounds pretty good -- that combined with flak change should put strikecraft right about where they need to be...maybe even too powerful? well, we'll see!
[quote]I thought advent illums weapons damaged for the duration of the beams. just like missile had to travel before damage is applied. This issue should definitely be addressed since a big factor in sins with missiles is the fact that they miss and have to circle for awhile before they hit while illums can do that damage instantly[/quote] I don't know that it needs to be addressed in that all the ships should have to work the same. I just point it out so people understand it is a cons
1) Workhorse ships are Assailants and Enforcers, depending on what you are fighting and whether it is early / late game. 2) Subverters are currently awesome, you research distortion field and a Subverter can temporarily paralyze enemy ships in a small area of effect. If you bring enough subverters, you can effectively "lock down" a fleet of ships, provided they are all clustered. This is handy, because you are usually pretty outnumbered by late game, unless your enemies can't preven
[quote]Astax is pretty much right. Whats the point of making one carrier with 2-3 fleets at the cost of 2-3 of the old ones or more.they did say they were uping the size, defense and price of carriers but that also makes me wonder why carriers don't just have weapons of their own. seriously naval carriers have at least a couple right? carriers role is pretty much staying the same depending on your play style.[/quote] Kind of depends on the final numbers. The costs are probably more fav
[quote]And previously, regarding how Stardock shouldn't "punish it's customers for piracy":[/quote] Venym, I think you are confused -- there is a difference between "no anti-piracy copy protection" and actually supporting piracy. Stardock doesn't waste its energy trying to prevent piracy, but they don't pander to it either. It stands to reason that someone who pirates the game can't expect ongoing support of their software. If you are not a pirate, then what is the
[quote]I have something to ask... I believe I read somewhere in there that it said that abilites will now cost resources to deploy? Anyone concerned about that little tidbit?[/quote] They added code so abilities CAN cost resources to deploy. The only one that we are aware of is RA. Nothing else is changing. This is actually a nice feature in that modders can take advantage of it. [quote]I want to see how the new carriers work. Regardless the damage they do to medium arm
all the ratios stay intact, unless you specifically set them different at the beginning of the game.....ie. move speed, build speed, culture speed..etc Online games are whatever they are set to on creation, you can't adjust speed during the match.
[quote]That's a good point. It seems though you could maintain the uniqueness of the ship being able to fire on the move by just dropping its max speed lower than its alien counterparts. Of course, then you'd be introducing a possible new problem of the Javelis and Assailant being able to run away, turn and fire, and repeat ad nauseam. Not sure how it would all work out.[/quote] I don't know that this is the answer, but Javs and Assailants don't turn that fast...if the speed difference
[quote]My personal favorite one is being able to monitor and interact with bounties and the market from the main screen.[/quote] Yeah, this is awesome!
[quote]You're all wasting your time theorycrafting. Wait until we've actually played the damn thing.[/quote] Actually, I don't like theorycrafting much either. But if you tell me how a unit statistic will change, I have a pretty good idea of how to use it, that is just knowledge of game mechanics. I can't necessarily tell you what overall strategy will win, just how the units are used. Theorycrafting is more like: A)"Mah daddy's atomic bomber strike can pwn your daddy!"
Illums were a lot weaker back in 1.02. You should give em a spin now. And I agree, the reduced range is a factor in how they are different, but the damage is applied instantly, no missile travel time. They also get side beams. Let me put it this way, yeah, assailants and lrms have more range, but once you clear that range, you have some time to run -- barring a nasty jump alignment, you will probably get away. Illums can fly along beside you across a whole gravwell doing ful