I agree with most of what you have to say. Superweapons really aren't that useful and are kinda lame to be honest. I've tried out all 3 and while they do bring some interesting tactics to the game I'd much rather be rid of them and have the old PJI's back. Sins doesn't need superweapons, or at least not the ones we currently have. Right now there are 2 ways to win, out-culture (hard) or destroy. It seems like, with superweapons, they were trying to add a third way, out-tech/resource your opponen
Binksy
Worked fine for me, sounds like you were still building a needed lab OR one of your labs had activated its phase shield.
Also make sure you're not trying to cross star systems, that doesn't work (though I think it should personally).
Galaxy forge your own map without them
What level are you playing on? What ships are you using? Fleet size is less important than composition.
Yes, there's no 'install on 1 computer' or anything like that, as far as I know there's no condition that can stop you from reinstalling a game. If you're really worried then just archive the game, burn that to a disk, and use that to reinstall.
I agree that the audio could use some help. Right now I tend to play the game with music in the background (my music, not the games) because there's not really much information or amusement in the game's audio, it's good (especially the music) but repetitive and a little ship to ship chatter would be fun, doesn't even need to be synced, just put in some random 'Watch your flank Alpha 2' kinda stuff at random and battles would be much more interesting to watch :P.
[quote]The thing with carrier cruisers is you shouldn't group them. Let them just hang out at the edge of the gravity well. If you group them in a fleet they'll fly around the center of the battle and get shot.[/quote] How are you using them? Are you ordering all your ships to head to the center of the gravity well? If you order your ships to jump to a planet and then give the group attack orders (not move) then the carriers will hang out at the edge of the gravity well just fine even
Good ideas. The Diplomacy one is pretty much already implemented (if the only remaining races have peace treaties with you then you win, at least in single player games) but the others look very interesting.
Playing as the TEC I usually have more credits on hand than the other races, which is nice as I usually have to sell metal or crystal to get credits with the other two races. Their ships also feel a lot more durable, at least with the top tier armor researched (I'd hear the 'Your Capital Ship's shields are down!' and not care because I knew it still had a ton of health left :P). Playing as the Advent I found that their shields and fighters were far better than the other races, that dama
Long story short the shields saved a number of my structures from an enemy fleet that had evaded my backup fleet and reached my planet. This was very cool. However when I went to fire my superweapon I found it was disabled (only had a stop button). This was confusing. After about 10 minutes I tracked down the problem to the planet that had just been attacked...the shields were still up on 2 of my research labs, a civilian lab, and a crystal miner. They were up at least 15 minutes after the enemy
This would kinda ruin one of the Vasari's special abilities, the Phase Gates. However it would be nice if you could do something similar for the other races but much slower.
Normally alt-h, though you can change it in the key bindings (I set mine to delete, more intuative). There's also a button at the bottom of the picture, it's really small to it's easy to miss.
[quote]As for the second part, logically it shouldn't happen...[/quote] Why not? There have been plenty of times in history that a culture has taken on the traits of another it recently defeated. Capital ships do help, and this is where the Advent superweapon really shines (one shot can deculture 3-4 planets if aimed properly). If the culture is still increasing, however, that means you left a media hub alive. Once a planet is destroyed and there's no culture flowing through it
The AI has been decent from what I've seen. There's definitely room for improvement, and the removal of some cheap tactics (not the hit and run, more the 'hey, this guy just took his main fleet away from his base...want to double team him even though we're not allied?' behavior) but it does put up a fight. Perhaps it's from playing in the beta, or maybe it's just that the AI's not meant to handle ultra-defensive players like myself playing on maps practically built for them (woot for do
[quote]In come superweapons...[/quote] Ahh...now that makes sense actually, never thought about that. Good reason to nerf the PJI's then, I couldn't figure out what had led to that decision but I suspect it was something like this combined with the Deathstars (which I probably contributed to :P, turtle all the way!)
[quote]Returning Armada is an added ability to your phase gates. Basically, once they fill up on antimatter, they'll spawn a few random ships that will phase jump to the gravity well of the phase gate. This shouldn't bring you over the fleet cap, but it's free ships for every phase gate you have[/quote] And, if you get it early enough and build enough phase gates (having rear planets which don't need defense is good for this) it can be a huge boom. Last game I played as the Vasari I sim
[quote]Please make this optional for those of us that like to see it through to the bitter end.[/quote] Preferably like the Age of Empire's system, where the AI offers their surrender, with an accept or 'Die treacherous dogs!' option :P. I like all of them really, especially 9 (even though I'm usually the one with the superweapons :P) 12 (No more scouts wandering my rear planets uninhibited? Yes please) and 17 and 18. Glad to see you guys have such a list. Personally I
[quote] I'd like to have the ability to give THEM missions personally. [/quote] You kinda can if you ally with them, you can request that they send ships to different places by selecting them and clicking the buttons in the toolbar. Diplomacy is a bit messed up right now. I generally ignore it until I've beat one of the AIs, at which point one of the others is usually up to 60+% thanks to them assigning me missions to kill the AI I'm alre
Interesting. I wonder if that, combined with one of the Vasari techs, might make for an exploit. Get an observer working with you, pass them all your credits, make sure you have that advanced bounty hunting thing on and then when you attack have the observer put a high bounty on your target. Good find, would never have thought to try that :P.
Ugh! I can't believe I can't remember the name of that map either, the one with 4 stars around a central system right? I played that map so many times in beta... Yes it does have pirates. Unless I'm mistaken, however, the pirate base is in the central system (at least it was in beta) and pirates jumping from system to system is still up in the air (I've seen it, but I've also heard accounts of it not working).
[quote]You can open GalaxyScenarioDef.galaxyScenarioDef in notepad or similar to get a full list.[/quote] Perfect. Exactly what I was looking for. Thanks a ton.
Couple of quick questions about using the forge 1. Is there any way to copy/paste planets? I want to make a symmetrical map and so it would be much easier to build my planets and then copy/paste them to the other areas, changing the homeworld owners alone. 2. Any chance of getting a description of all the planet types? What, exactly, is the difference between Random and RandomTrue for instance. That's all for now, thanks for the guide. EDIT: 1 more quick quest
I've had intersteller pirate attacks on me. They're very, very rare (I'd wiped out all pirates near my planets, and the bounty on me was >3K when it happened). Was definately not expecting it, but it happens...whether it's supposed to happen is another issue entirely (I think I'd wiped out the player in the same system as the pirates with my fleet, yes fleet, of Novalith cannons, so that might have been one of the reasons as well).
I've noticed this same thing, the moment you start an attack the AI knows about it and starts hitting your worlds hard, then retreating if you come back. Saw a very interesting sight with a scout frigate, 2 enemy fleets in orbit of my star (my defense fleet was parked at the planet they were going to) right on top of one another, firing at each other, and powering up for a phase jump to my world. That's just plain dumb...