[quote]Am i the only one thinking this:Cut and run. At this point you're bleeding development time for a game that already has a dead online multiplayer. Invest in Sins of A Solar Empire 2, instead of trying to stiffle the bleeding that is SoaSE1.The game was awesomely enjoyable, and now all i can think is..."Sins 2?"[/quote] I kind of agree here. Haven't played in a while so I actually don't know what the situation looks like, but obvious MP changes like the subverter nerf or the R
Therlun
I think the second and third map are from "Outpost". Nice premise, but pretty crappy game.
Sins never reached a critical mass of online players to establish itself as a long term MP game. While the general support is great the MP oriented one is not. 95% of the techs are not only "weak" they are completely useless or even disadvantageous in an MP environment and the patches only made that worse. On the other hand there are some glaring unbalances with a few techs (subverter, subjugator, RA) which are extremely powerful if you know how to use them and which dominate "h
Hey! I'm member of Clan X, and I dont think I'm that arrogant. :P It is very difficult to play clan matches for fun though (so they are still high level, but not tainted by the stupid clan hostility). I know I played in a fun match where clan x fought 3 GE members, and the according forum thread quickly steered towards the normal clan quarrels... The game itself was fun, and very well mannered. No insults or anything. It was a great match with both sides learning somet
I agree, a very nice guide. The only thing I miss is a dedicated section covering the (big) differences between game types (1on1, team games of various sizes, map size in general, multi system maps [if anyone actually plays those :P] and game options).
Those clan X guys played like nubs! They were outproduced and only survived because the GE team didnt push on. The only thing that saved them was said OP combo of brilliance and malice and the fact that two of the GE players went Akkan (which add very little to fleet combat, except maybe an ion bolt to stop brilliance... which didnt happen though). @inno It also was a pure fun match... and the official position hasnt both GE and Clan X acknowledging a decision in a real clan
[quote]@ therlum. you sure about the times?If the recharge rate is slow than the cooldown then this nerf only has effect if you research enhanced antimatter regen. enough. It's there first user request balance attempt. Give em some slack[/quote] Yes I'm pretty sure about those numbers. With no antimatter research it takes 8.5 (8.333 actually ;) ) minutes to regenerate the 250 antimatter for a cast. Antimatter research does reduce the time somewhat (to 6.5 minutes at max),
I dont understand the RA change. The cooldown was 6 minutes before and will be 7 minutes for lv 2 and 8 minutes for lv 1 now. But it takes 8.5 minutes to regenerate the antimatter for a single cast. Which means that the cooldown change has no effect at all. Am I missing something?
hiho The Reverie skill on the Revelation cap ship is described as "ending if you do a certain amount of damage". Right now you cant attack a ship stunned by it though as all attack orders get ignored. If I remember correctly you could in previous patches (considering the description it would make sense too :) ). So either there is a bug with it, or the description needs to be changed to fit the actual effect.
The online community is tiny. Tiny, tiny, tiny. Taking all players that play the game online together (all the scrubs, all the elitists, and everyone in between) is only a tiny fraction of all sins players. Personally I would prefer a different situation, but Sins seems to be a singleplayer game. If they can keep up the interest in Sins by inventing a "2nd version" of it to play they should very much do so. Expansions not only fail at that, but often successfully c
[quote]That goes against everything this game is supposed to be about.[/quote] Dakdak, how do you know? Because after three patches players can still win in 20 minutes vs an enemy that is unable or unwilling to prepare for pressure it is obviously planned that way. You like building an empire and preparing for big battles, but sins is not [B]limited[/B] to that. Early pressure is a strategy that can be just as effective as an economic giant or a super advanced fleet.<br
Haha! The same happened to me when the new patch reset all the options. :P Luckily I wrote it down somewhere. :) For you I see two solutions: Stardock has a "look up serial" option in the tools menu, which sends you information on all the games you registered. Perhaps this option gives info on your ICO account. If not I would try mailing [email protected] your problem. Have fun, and write it down next time. :P
No, only destruction by hostile forced reduced the bounty.
You dont "need" crystal or the population upgrade. But they are effective. Crystal is the "bottleneck" resource in the beginning. Everything but the light frigs needs large amounts (for the beginning of the game) of crystal and you start with only one mine. You want the population upgrade, so you need crystal if you want to expand normally too (cap factory etc). Which brings us to the next point: population upgrade. Yes it takes a while to pay off. In the beginning ther
No they dont stack. The only reason to build several is to have a back up in case one gets destroyed.
Hiho I saw that video about cap ships, and making abilities their weapons. Perhaps you thought of it already, but maybe you could also implement ammunition that way. If the abilities cost small amounts of antimatter and you manage to reduce the natural regeneration to 0 cap ships could have a limited supply of ammo. They would need mobile or stationary supply ships (which give/regenerate antimatter)to replenish then.
Destroying civil labs does not stop RA from working. The Advent sacrificed his fleet and his cap for nothing. (Even if it would have stopped RA, the losses in frigates alone were several times higher than the cost of simply building another lab... which takes about 1.5 mins.)
[quote]It is not overpowered. Please see attached. 3 returning armadas! Not one, not two but 3!!!! Vs 2 Advent and one TEC.REPLAYNerf of Returning Armada is pointless. It sucks! You still need to research to upgrade everything, and you need to build support cruisers or you die! It only overpowers noobs.[/quote] Heh, no offense, but that replay just shows just how strong RA is if nubs play it. At 50 minutes only two of the three Vasari had researched phase gates and one wa
I dont share that impression. Insurgency is practically useless in my eyes. (Very) few ships on a random planet wont bother a well managed empire.
I haven't actually played Lost Empires yet, but from what I gathered it is a classic turn based 4X game with some nice ideas and a "story". Sins on the other hand is a RTS and has very little 4X elements and the ones it has are not THAT important. If you want a MoO sequel with nice ideas go for lost empires (but wait for the iron legion or something version). If you want a slow Dawn of War in Space go for Sins. I'd also suggest that if you want singleplayer mostly/
Mir and ISS are research stations for the most part, and we have much more trouble with space travel than the humans in Sins. :) There could be several reasons. Zero gravity or dangerous experiments. Testing "space technology" in actual space is also logical I would assume. The shortened travel time might also be a reason, since even with advanced technology the energy and effort to bring something into orbit makes some things more effective if they are completely orbit bound.<b
Hiho Sometimes giving TEC scouts the order to place a remote sensor on a planet gives an error message like => "only works on neutral targets". From what I gathered this happens when you scout a planet with an enemy colony on it. If that colony is destroyed by something without you seeing it the colony is still "visible" for you through the fog of war despite being dead. If you now give a remote sensor order it will be denied.
I dont think any amount of support ships would have helped, considering that my fleet would have even less direct firepower then. Also, I'm not saying he is a bad player who won just by using RA! I'm saying that there is no way I could have beat him from 47 minutes on, because his fleet grew about three times as fast as mine from that point on without him having to spend a single credit for it.
Hiho I think returning Armada needs a rework. I played several time against it, and pretty much the only way to defeat it is destroying the Vasari before it gets completed. I would like to discuss a replay from a game I just played, if you like. [link="http://rapidshare.com/files/95097950/mp27v.rar.html"]WWW Link[/link] (since the file is so small rapidshare shouldnt cause much trouble) Its a 4ffa on the map Backstab. Its about 1h 20 mins long IIRC.<br
[quote]For the sake of ending this debate, I'm going to tell you the answer, before this degenerates any further.Diplomacy is the answer. All 4x games feature a diverse and complicated diplomacy setup, that changes on a whim, and forces you to adapt your play-style to the changing situation. Sins' diplomacy is much more predictable, and easier to control allowing a more laxed and fixed playstyle - That is the only thing that makes Sins more RTS than 4X.[/quote] Every non-locked multi hu