Um, guys, I'm guessing he's playing the very first 10-planet single-player map on the list. I don't think a Novalith is the answer. jayswimmer, the answer you seek is likely on the third research tab called "logistics". You need 1 trained capital crew, 50 unused supply, and a capital ship factory (which is a planetary logistics structure) to build your FIRST capital ship. You can see the number of capital ship crews and free logistics slot as the two numbers just to the left of money in
theRetroboy
Are you sure this is your "first" mod? Seems you're tearing up the field quite nicely! I really like the more visible shielding. Had a couple flaks attacking my Advent colony capship and it was quite pretty to look at. You gonna do anything with splodeys? :) -- Retro
I definitely DON'T think the supply penalties should be lessened. The game is already free-wheeling with the economy enough in later-game stages as it is. -- Retro
And on large maps, it's REALLY worth it if you have Advent and research their cheaper exploration capability first. -- Retro
Yeah, you'd think that would be more realistic, but it's just a game. Plus it makes it more imbalanced for the stronger fleet when two fleets combine. Plus it's cool when you manage to warp out of a fight with a capship with 20 hit points left. -- Retro
I must comment that the debris cloud in that game video was beautiful in a post-apocalyptic sort of way. Would be nice to see an option for lots more debris after a fleet action. Maybe malice could only do up to a percentage of damage peaked? Say, 25% of the total hit points of the craft? That way it would still be quite powerful but couldn't annihilate a fleet unless you could cast it four times while the enemy was trapped in a phase disruption field. -- Retro
No, no clue whatsoever is given. The only thing you know for sure is the narrative bit in the manual plus, whoever it is, they're pretty darned powerful. -- Retro
Actually, it's "COME, AND HERE! STUNNED? HECK!". It underlines the base disorganization of the TEC militia, and accentuates the problems they have with the acceptance of authority in a hierarchical command structure. The absence of the discipline that's necessary to enforce it only exacerbates the problem. It's a very insightful line that truly explores the tragedy of serving with an armed force that is sponsored by a coalition. Brilliant scripting, really. :) -- Retro
Be aware that there is a very high difference in difficulty between Medium and Hard, though. You'll have to know all the facets of the game to beat a number of hard opponents in unlocked FFA play. And it's glorious trying. I just lost a 20 planet, 4-player Hard FFA because I forgot to respond to demands from the other players enough to achieve a ceasefire, coupled with I had colonized a number of resource-rich asteroids that didn't give me the tax population and logistics slots for both
[quote]And if your culture is so advanced, to the point of interstellar travel (and you are surrounded by potential hostiles) can't you figure out how to make a surface to air/space missile or ground installation that can point upwards?[/quote]Please let's not look at defending gaming design choices with realism here? If realism is an argument, there's no reason why an attacking ship can't fire planetbuster missiles from the edge of the gravity well, or heck, just slap a phase drive on them and
I'm not a fan of big rants, but allow me to pick out one bit that just, well, made me smile. [quote]Stats are stupid, they aren't but they are. [/quote] -- Retro
You medium-playing guys should try the game duration on Unlocked Hard. If you make the right decisions early enough to avoid getting stalemated or tromped, games can get ridiculously and deliciously long. -- Retro
As long as it's just the homeplanet and the rewards aren't too crazy, it sounds like a logical idea. A simple option might be to just give all tactical structures at the home planet, say, +2 or +3 armor, representing the higher concentration on certain materials. Heck, it could be a level 1 military research item. That prevents a defender from being too powerful to immediately conquer during a well-executed rush, which is important in random large-map games where it turns out an enemy AI is just
One more bit of constructive criticism, if I may: if you change any one parameter (say, hitpoints) without changing any of the other parameters (say, weapon damage), you're going to be substantially changing the percentage of time spent in actual battles. Lowering hp wihout lowering weapons effectiveness means that a big fleet engagement involving capitals is going to be over a [B]lot [/B]quicker. The player will end up not having the opportunity to use their capship's powers as often, and spend
It's on page 36 your game's instruction manual. (manual.pdf file in the directory where you installed your game.) :) -- Retro
CyberMage, EA has made an art form out of acquiring successful smaller endeavours (and let's face it, StarDock and IronClad are still "small" by comparison) and then imposing their management structure and process to deliver projects that their research indicates will be the most profitable. Creativity requires a huge amount of room to realize. IronClad has already said that there's no room in their company for 'administrators', and that's the kind of thing that an acquisition by a larg
Hi. Just a heads-up that the next patch will be 1.1, not 1.05, and there's a number of threads that are on the boards discussing potential idas about it that repeat some of what you said. Welcome to the forums. -- Retro
A lot of it depends on your strategy. If you spam fleets and do a lot of aggressive military work with light frigates, you're going to hurt for metal. If you're resource spamming and jumping to the higher value ships, then crystal will be your limiting factor. One thing that can help is to prioritize ice planets in your empire's expansion path, and then refinery them. -- Retro
[quote]what they really need is a race to explain WHY the Vasari warship that returned had an insane crew.[/quote]Don't need a new race to explain this. The returning Vasari tried to learn how to play Sins without a tutorial. :D -- Retro
Heh. I opened this thread expecting to read a post demanding when 1.1 would be released. :D -- Retro
Kryo, I can understand all of those reasons. Still, what might be interesting is taking vanilla Sins and creating a specific map that is geared toward, in order from the sun, volcanic-->desert/terran-->asteroid-->gas giant-->ice distribution, much like our own solar system is (except not to scale), and then let the 3 races loose and see who wins. :) -- Retro
I stay away from resource buffs until a bit later because extractor's first two tiers only give you a 10% bump in efficiency; it's only really useful to Vasari at game start because their skill tree upgrades both metal and crystal simultaneously. The high cost of resource upgrades really sucks for Advent. Much better to go with a temple of communion for them to bump their planets up to 100% allegiance and get the extra resource haul that way, and with a trade route for TEC so they can spam money
44RS, you keep assuming that this is what the work's author actually WANTS, though. You can't do that, and have to ask. Haree: [quote]Even if they have copyright on their work as long as you are not using it for profit or damaging any profit that the author is possibly making from it you are pretty safe.[/quote]This is incorrect. Several major not-for-profit mods have been closed down because they used other company's IP. Games Workshop routinely does this with people who attempt to
44RS, because some of those people might not feel the same as you. Models can be an incredible amount of effort and sweat to create, and they are a direct expression of someone's creativity. You can't just assume that everyone else would be okay with unpermitted distribution of their work, particularly when not everyone reads the credits for mods and some thrilled player ends up congratulating and/or praising the person that "borrowed" someone else's work without permission when assembling a mod
Orbiting could be bad, though, unless you want big areas of your gravity well to have unbuildable areas so moons won't crash into structures or ships in combat to get mashed. Even if the moon were at or beyond the edge of the gravity well, I'm sure players would be less than thrilled if they had to manage their arrival times and locations to avoid getting creamed. -- Retro