As the Vasari, I launched my attack fleets to begin the campaign to bring the rest of the system under my control. First, one system, then I would split my fleets up, one to pursue any defensive fleet, the other to destroy planets. My two main attack fleets lined up and jumped. At that moment, I remembered I had forgotten to fire my Mega Cannons into the target system to soften it up. I hastily quick keyed to them, fired, and hoped my timing would be okay, knowing that if my
Marikir
I don't believe it's a bug. The Pirate planet only has health, not population.
To be honest...it's Bailknight's mod. He can do with it what he wants. We might have preferrences (I myself would prefer only graphical upgrades), but that doesn't change the fact that he is the ultimate provider of this mod. It's been his time, his work. If he chooses to make balance changes, that's his choice. He might lose people that would have otherwise DL'd the mod, but that's his choice. He has to weigh that against what he wants. I'm sure that if he decides
Hang on...couldn't you just copy the ability/buffs to the base weapon? Or do they have to be linked to their original weapon? I'm thinking of a Ultimate Gun, with all three versions of the attacks. Is such a thing possible?
Auto-attack. Turn it off to let them through. Don't forget to turn it back on. I've shepparded a couple of fleets through a couple of my planetary systems before. Then, reactivated guns and jumped in behind them. Ah, what a target rich environment that was.
Yeah, it basically comes down to the fact that Pirates are not a faction that you fight against like the others. They are not subject to the same rules as the main factions. Thus, the spawning of ships. At this point, I'm used to it. They might be changed later (I wouldn't be surprised if this is already in the planning stages) in either a patch or expansion. As it is...they are background and a neutral force to contend with, not a full fledged faction, like the planetary g
[quote]Unless you try to intercept the one that is sent to attack the enemy. That would be the only thing I can think of.They won't fight you unless they've gotten to where they're going (i.e. one of his planets)[/quote] You mean I can harvest the fleets for XP and not have to worry about getting killed? And the problem with this is...?
Asking this question on the developer/publisher's website. Yeah, might have a slight case of bias in your sample set for any reasonable statistical analysis.
[quote]They should have a customizable ship feature, like galactic civ. They could give you a few basic hull classes, frigate destroyer, cruiser, etc. and go from there.[/quote] It might not be feasible for this game...but give it time. Gal Civ 1 didn't have customizable ship types. Gal Civ 2 did. Like I said before, gotta save something for the sequel.
I think the taunting is basically taking a fleet to their base. "OH BOYS! Over HERE!" I don't know about a random attack fleet though. Can't really order up "One Pirate Fleet" to go, I guess. Unless you try to intercept the one that is sent to attack the enemy. That would be the only thing I can think of.
Not much difference really. You could, in theory, change how they interact with the rest of the units. A mine field...maybe it can't be targeted by the big ships for some reason (thinking about how strikecraft don't seem to be targeted by the larger ships, save the anti-fighter). A mine launcher could however. But, the most basic difference would be the fact that the mines destroy themselves and would eventually die, nessesitating them being replaced while a turret stays there until
To quote The Last Starfighter: "We die."
Yeah, kinda what I was thinking of. Have the constructors "build" the minefield and then as the enemy passes through it, they start taking damage as the minefield itself slowly dies off. Or even, like you said, have a central "Minetosser" that can be targeted and destroyed. Would depend on what you wanted...heck, have three different versions for the three different races. TEC - minefield Vasari - Phase Mine Launcher Advent - Laser Mine field The effects and graphics
It really depends on what you want to do with this computer. If you want to play a lot of high end graphical games, go the route that will help most with that. Sins doesn't really fall into that category, but high-powered equipment would always help. Me personally? I always get as much RAM as possible first, then worry about the card. But, that's me. And I play with a pretty old card at the moment, so consider your own needs first.
As to mines... Could you set up an area effect "structure" that would do damage while an enemy was inside it? You could possibly have the structure take damage as the "minefield" clears itself. Bubb's two ideas from above combined, basically. Hmmm...make it have the same armor/ship style as a fighter, that way anti-fighter ships would be "minesweepers". Eh, just an idea. Don't know if it's feasible.
::rubs his temples at the casual pirating suggestion above:: Ey-ya-ya... Godowar, Once you get it, you can install it from the disk to your harddrive. Then, if/when you get Stardock Central, you can input the registration code from the box. Then, input the serial number to connect it to your Stardock Central (SDC) account. At that point, it'll update. Also, at this point, you'll have made it so you can get the game at any time through SDC. Heck, the conv
Hmmm, I assume that setting their engagement to NULL would be good. This assumes that the strikecraft have a different setting than their parent ship. I'll have to try this out.
This is why my first Cap Ship is generally the Colonizer Cap Ship of the factions.
Why yes...Yes WE do.
Am I correct in saying that the Mod Tools have still not been released? And that the current crop of VERY interesting mods are all being done with the Beta Tools? If so...Bravo Mod Makers! I am humbled and am VERY anxious to see what you all come up with once the full release of the Mod Tools come out.
I can't recall if it did with 1.0 to now. If you have the physical disk, you can test it. Uninstall, reinstall, start a game, save, update, try to play the same game. As a note, the patches for Gal Civ 2 did cause saves to break, if I remember correctly. So, though they are different developers, it might be the same here due to Stardock Central.
And with this topic post, I suddenly begin to see the need for an ignore option. After reading several of this person's posts...I truly can't believe anyone would have all of these questions. If it is the case, well then I hope that they can find someone with more patience and understanding than I. Good luck.
Actually, it is kind of hard to have that perspective at times. Frankly, this game has only been out less than a month. They've made some improvements already, but if you're familiar with how things go with Stardock (and I assume by extension Ironclad), then you're probably aware that they take their improvements seriously. They really try to offer more options. I guess the main question is...where does the line of "Vision of the Game Designers" end and "Vision of the Ga
Ah, the choice to play or not to play. I enjoy this right. I exercise it all the time. I'm glad that the people who are apparently holding guns to people's heads, forcing them to play Sins, haven't appeared in my town yet.
Actually, I think that if a person chooses to have all of their gates running like that, then they should be allowed to do so, however, they would be subject to the increased micromanagment needs as well as the loss of control over their fleet composition. Basically, comes down to "How do you want to play it?" And accepting the needs of that style. Myself, I turned off the Dark Fleet Autocast. But when I needed a number of ships rapidly, I would key a number of them one right after a