* I am finding the Dunov cap ship to be useful in packs. I was having problems with enemy fighters, but the magnetic field can destroy multiple fighters (or all of them!). It also has the shield regen, and it seems to use all abilities intelligently; it will use the higher level skill that reduces anti-matter usage to 25% at the beginning, then the other skills are cheap. I also take the Akkan when I expect to colonize (and for its targeting computers). I fin
Allquixotic
3. I won't venture into a BIOS flash I wasn't suggesting a BIOS flash. Chipset drivers are kernel-mode device drivers, much like your video card driver from NVidia. Microsoft's Update does not always offer the very latest chipset drivers through Windows Update -- exactly like they don't offer the latest Nvidia drivers. Would you justify not updating your Nvidia drivers because Microsoft isn't offering them through Windows Update? -- Didn't think s
Paradoxnt: There was a lot of discussion on this a while back. The problem with Star 'Ownership' and crazy numbers of powerful tactical structures is that the game becomes unbalanced (and potentially stalemated between 2 or more star systems). The developers won't be allowing UBER fortresses in the star's gravity well for this reason. Still, it would be nice to see star's gravity wells become contested zones. One way that we looked at would
Wow, thanks for pulling this one out of there. And thanks for your prompt followup, CyberMage. I'd be willing to help you troubleshoot this, in exchange for a virtual beer if I come up with an idea that fixes it. Can you start by restating for us the things you've tried to get this fixed? Have you 1. Used a different version of the nvidia drivers (an older version; a new/beta
Interesting. I was wondering why shield mitigation goes up when something takes rapid damage! I knew that "Shield Mitigation" couldn't be a bad thing; I just never made this connection as such. Very informative. However - would you agree with me that there is a distinct tactical advantage to taking out a key enemy battleship by focus-firing? Say, the Akkan and its targeting advantages, or the Sova whose bombers are harassing your Kodiaks? I understand now that t
Ah, its distributed by team rather than per player. Two teams will always be in the same system. There, he's explained all your screenshots. So here's what he meant: 1. If non-locked teams is enabled, and the game starts as an FFA, then everyone is considered to be a team of 1. 2. The pairing algorithm puts at least two "teams" in each solar system. Hence, if there are only two teams, then two teams of any size will all end up jammed
In computer science graph theory, this scenario is called "depth-first search" versus "breadth-first search". Extraordinarily, this is directly applicable to SINS. A depth-first search involves going down a single "leg" of the path from the starting point, until you either reach a cycle (come back home) or get to the end of the graph. A breadth-first search involves what the scouts currently do - they explore all the planets around your homeworld first, then move out to planets
Empire Tree Variation A thought for a further variation on the Empire Tree. An ability to filter by actively contested planets would be very useful for finding battles and devoting my attention to where the battles are being played out. It could also have a coloured bar indicating size of fleets and value... I know I'm hitting a contentious point in a rock, paper, scissors game but if a points system was used for
Good point! The game provides an excellent zooming feature for large-scale management, but there is an impedance when you're doing a specific "hunt" for something. I think it was designed with the hope that, as events unfold, things will just... grab your attention... and this will guide where you're zooming. But in your case, you've got a strategy to boost your fleet capacity, and need information en masse . Hence the colony window was born in GC2. I'm with you on this idea, alth
I would like to see a video showcaseing hilarious sounds modded into the game by replacing files... Sorry; what does this have to do with the original post? I think BA is addressing the developers. What is your priority right now for gameplay testing? I am not a developer (at least not for Ironclad <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif" border
I just finished my first game of Sins (Beta 2) and I am very impressed. I have some comments and suggestions based on my experience. I am very impressed with the tone and thoroughness of your comments. Well done! Questions: What is shield mitigation? I know it goes up i
I would be willing to bet that this was a topic that was hotly debated on the dev team at some point. Should they go with a Star Wars feel or a Star Treck feel? Star Treck generaly goes with the laws of phisics. Star Wars has fighters in space swooping in to attack and banking for turns in space. I think they thought the star wars feel would give the game more action and entertainment value but I think the anoyance value overbalances it hahaha.<br
Ownership of the star is something that did occur to me, yes. If you were to adopt my model, whoever has the majority of the connected planets would own the star. However, stars themselves don't have a defined method for takeover. So the "ownership" is really more of an enabling ability to send in your LEVs. The way you lose ownership is by not owning a majority of the planets/asteroids linked to the star. A jump inhibitor was *definitely* on my mind when I made this post; agreed 100%.
I agree that instant switching seems a little too excessive. The problem I have with the way it works, is you find a planet that an enemy has, you bombard the planet, and then set up shop, and all the guys you sent, immediately turn around and join the otherside, that just doesn't seem very realistic, you arn't going to have people who spent their entire life in one culture/empire switch in whatever the time period of one second is. <b
Hi, I am not sure if this has been discussed before, and if it has, I apologize for not finding the earlier thread(s). I find on maps that have numerous solar systems but few planets each are difficult to lock down. For example, you might conquer a whole system, but if there are 6 more on the map, you've definitely got your work cut out for you. I think it would be very cool if, under a certain set of conditions, an empire could build tactical structures in the gravity
OTOH, if the factory of your destroyed ship is itself destroyed, or if you didn't build one because of the extremely limiting logistics points, this would have minimum facility. The way I play the game, this feature would only matter if someone invaded my homeworld itself; when I have less than 5 or 6 planets, I am likely to pump a mix of only research facilities and orbital refineries to maximize the usefulness of the few worlds I do have. For many players, particularly in small to me