theRetroboy

theRetroboy

Joined Member # 3036355
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All units that can travel along phase lanes can use phase gates. But both your origin AND your destination planet MUST have a Phase gate. You can't travel from a phase-gated place to every other planet, only to one that already has a 100% complete Phase Gate constructed. -- Retro

7 Replies 25,183 Views

To answer your specific question: 1) Build a phase gate at one planet. 2) Build a SECOND phase gate at another one that is not a direct phase lane connection (i.e. has to normally go through at least two hops) 3) Select the fleet at one of the two planets, and issue a move order to the other planet (right click on it). The fleet will approach the gravity well edge that is closest in a line toward the destination planet, even if there is no phase lane exit there, and then ent

7 Replies 25,183 Views

Thanks, Mongoose. I found this statement interesting as well. [quote]However, armor is more effective than a straight hull strength increase because it increases the effective hull regeneration rate (again by a factor of 5% per point of armor)[/quote]Don't think I agree with that one. When you research hull increases, your heal rate also goes up, at least according to the research info tag. BTW, the reason I asked was because I wanted to understand a little better if upgrading weapo

7 Replies 51,716 Views

It's a matter of experience, redbeard. For carriers, at level 1, you get 2 squadrons + 1 additional squadron for every two experience levels up to level 10. (3 at level 3, 4 at level 5, 5 at level 7, etc.) You can buy your first two experience levels (and more with certain expensive research), but it costs a lot of money to do so. A level 10 carrier with six squadrons is a pretty powerful aide to your little fleet. :) -- Retro

3 Replies 9,437 Views

Certainly, but setting teams to "locked" removes a big chunk of the gameplay and really changes the nature of the game. It's FUN when you blast a neighbour's fleet to smithereens only to have them be your best friend an hour later because they gave you a couple missions at the other end of your empire that you succeeded in. Diplomacy can be a big part of the game, and locking teams makes it entirely moot. -- Retro

15 Replies 26,209 Views

[quote]I think thats the way it would be in reality. [/quote]No offense, but I wish people would stop using this as an argument. :) [quote]Another bad thing, it could create a situation in which players end up fighting a war of attrition. [/quote]Pretty much describes how I feel about it. Two players battling against each other late-game could set up frigate-spamming construction. All other things being equal, if one player loses half of his fleet to a major defensive operation

15 Replies 17,595 Views

I find this one has answered my questions, although that doesn't mean it's better than the others, it's just the first one I found. http://www.soasewiki.com/index.php/Main_Page -- Retro

12 Replies 25,814 Views

[quote]Does a game instantly get better if it's using unoriginal, stolen art or something?[/quote]Judging from the number of times Star Wars and Star Trek models have been modded into just about every space-based game anywhere, I'd have to guess "Yes". :D -- Retro

16 Replies 34,894 Views

I'll back that up. In 1.4 medium maps against 4-5 hard unlocked AI, unless you're *really good*, you pretty much have to perform missions to gain allies early. Here's the key: when one of the AI's is ceasefiring with you, I think it means that it *IS NOT* ceasefiring with at least one other empire (because then it would have no enemies at all). So that causes them to fight against themselves instead of swarming you. I've also experienced the swarm(TM) and it ain't fun. Gettin

15 Replies 26,209 Views

They're hard to spot. Scroll down on the page. The arrows below point to the hyperlink. [quote]Looking for the most up to date data files for use with the Forge tools? [color="#FF0000"]-->>>[/color] Reference Data for v1.04 [color="#FF0000"] -- Retro

12 Replies 25,814 Views

They're not. I'm guessing that the manual doesn't go too deep into them because then it would be harder for IronClad to adjust ship weapontypes and armortypes when balancing. If you want to get into the "guts" of Sins, download the 1.04 reference files available on this site's download page, then use Wordpad to open up the entity files. IronClad did a really good job of using recognizable variable names and so they're fairly easy to sort through and read. -- Retro

12 Replies 25,814 Views

Can't find this in the wiki or the entity files. How does armor actually work? After you reduce the damage by shield mitigation and armor type modifiers (e.g. a TEC light firing its anti-heavy weapon at a light frigate only

7 Replies 51,716 Views

Frigates ***ARE*** cannon fodder though. You basically throw them into battle and forget about them. I agree with Carbon. The likely result is that the microing player will sort out his fleet into upgraded and non-upgraded units, send the former in first to draw fire and then bring in his elite units after the other guy has already picked dedicated targets. In a PvP situation, how will the other player know which fleets and ships are the most experienced so he can target them first? A

17 Replies 29,013 Views

Just one guy. I posted twice. :) By the way, range isn't the *only* reason. There are various weapon and armor classes in the game, and LRM weapons (antimedium) are different from Cobalts (antiheavy) and do more damage against different types of craft. If you're taking on a Cobalt frigatespammer, LRM's will clean up FAST because they get a bonus to their damage, but Cobalts firing on LRM's actually get a penalty. I'm not an MP player, and so I'll leave one of those to comment o

12 Replies 25,814 Views

On question 1: here's the game's reference information on the Advent battleship: [quote] Weapon Weapon WeaponType "Projectile" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "ENERGY" WeaponClassType "WAVE" [B]DamagePerBank:FRONT 66.000000[/B] DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 5000.000000<br

12 Replies 25,814 Views

Range. Plain and simply, your LRM's can attack from a standing distance that is further than your other ships. Since ships on AI mode have a tendency to attack the closest ship that is of the right armor type for their weapons, your weak-hulled/shielded LRM's are generally left alone for a while and pound the enemy into the ground. To see this, next time take a look at the garrison defenders on a Desert or Terran world that you're expanding to. The LRM's sit out a bit further and blast

12 Replies 25,814 Views

Also, to take screenshots without any of the HUD visible, hit shift-ctrl-Z. Often in singleplayer mode, I'll turn everything off in the middle of a fierce battle, pause it, and just rotate the screen and stare. The game looks like art! -- Retro

4 Replies 3,471 Views

JSW, that wasn't even close to my toes. :) Just in case this wasn't known , there's a [B]huge [/B]difference between a mod made by volunteers that is available for free (like the StarGate mod in consideration) and an actual commercial game that is sold to make money. As soon as you start getting compensated for selling someone else's idea, then you're essentially piggybacking on that company's business and stealing their potential revenues. Many companies don't really care too

16 Replies 34,894 Views

I would say "no" (actually I would shout it), because the StarGate intellectual property would be very expensive to acquire. IMHO, Sins' gameplay model is perfect for original intellectual property and an Ironclad-created universe, but trying to adapt its particular gameplay to anyone else's already-conceived story would either result in a lot of whining about it not being a perfect match, or a whole lot of changes to gameplay that would just end up breaking the magic. -- Retro

16 Replies 34,894 Views

Don't think so. It's his first game according to the OP. Jayswimmer, if you receive an answer that works for you, please have the courtesy to let us know? Thanks, -- Retro

8 Replies 6,888 Views

Some comments - The amount of polish that came with the gold mastered Sins was one of the key 'selling points' of its very positive receipt by professional reviewers. How many times has a really good game been trounced because it simply didn't have a high level of polish? - LOTS of hints for 1.1 improvements. Sounds like it's going to be a pretty huge patch. - The recap says "imagine what the scores would have been with a campaign!" Well, I know of some other games with pre

7 Replies 15,541 Views

Moses, there are several differences. First the culture building uses up logistics slots. Second, your culture spreads much slower once your outbound culture reaches and passes through a junction point gravity well. Each planet your growing culture passes through reduces its spreading speed - which is why you want culture buildings near your frontiers. Third, for the same reason, it's also much easier for the culture to be pushed back by capital ships stationed there. Other than that, there's n

6 Replies 6,067 Views