Mines wouldn't be detonated by a friendly ship. That would be nuts. IFF would certainly prevent that. I don't think mines are overpowered as it stands now, at least not TEC mines. I haven't dealt with the others much yet. I think scout detection range might need to be bumped up a little, but sending some scouts with your fleet will let them see and fire on the mines. I agree that it would probably be a good idea to have an upgrade for flaks that would let t
BaggerX
Wow. Lots of ideas here. I should have read this thread earlier. Anyway, I don't like the idea of moving starbases really. I think it needs to be a range increase, at least for the TEC base. Maybe a different solution for Advent in order to avoid the repulsion problem. I think the TEC base should be able to cover at least half the grav well, and I'm liking the idea of it preventing or at least dramatically slowing jumps toward systems that you control.&nb
in vanilla sins you beat your enemy's fleet and then went on a ranpage throu his worlds, how is that strategy? imo the whole concept of blitzkrieg in space warfare is kinda hmmm. atleast now there is time to rebuild a fleet and try to make a comeback I understand the time factor argument ( not wanting to play for 12hours in a mp battle) but imo this is a bit faulty argument. If you want faster games play small maps, a 20star map shoud be an epic undertaking not a
I mostly like the starbases as they are now. The only changes I think need to be made are these: 1. Make the starbase build slower. Like half or a quarter of the current speed. They build up ridiculously fast, and the AI likes to plop them down on the edge of your systems a lot. The thing can be 75% done before your fleet even gets to it if you're coming from the other side of the well. 2. The starbase definitely needs a much larger weapons range so tha
[quote who="Phazon88" reply="4" id="1856878"] I can already see it now, players who do not wish to buy the expansions will be kicked out of many a game because players only want to play games with all the content that they purchased in the first place. Its a double-edged situation sadly, with no clear solution.[/quote] It's not like UT2004 or something where there are 500 different types of game and 3 people playing each. Some people will like the improved defenses and
How do you install the beta update? Impulse just shows the game with no option to update it that I can find.
Interesting that others have encountered this problem. Not sure how rare it is, but at least it's not just me. Haven't seen any real mention of this particular problem in the threads I've checked. Is there some way to submit an issue report, savegame file, etc? Of course this was 1.03. Now that I've updated to 1.04 I'll have to see if I run into it again.
[quote]Well, the X1950PRO isn't exactly the most up-to-date card..[/quote] Runs Crysis and other games just fine, albeit not on the highest settings. Should be fine for Sins too. [quote]Just asking out of curiousity is the system overclocked?[/quote] Nope. [quote]When you were playing with the other AIs, did you encounter any kind of slowdown?[/quote] None that I noticed. I'm running fullscreen as well. Tried turning off Spybot. That didn't help either. <br/
Vid drivers are the latest available from AMD/ATI. Are you talking about the Microsoft.DirectX.Direct3D.dll version? That one is 9.05.0132.0000. Bloom is off. Not sure where to find the Multisampling setting. Is that the Anti-aliasing one? If so, it's set at 2 samples. No background software aside from Spybot and Comodo firewall. They don't take up much in the way of resources though.
Is there someplace else I should submit my problem? Would a savegame file help? I could really use some help here please... This is the first time the game has become unplayable for me.
I think that's all there is. Would be nice to at least have a little help info page about the search so that we know what all it is capable of and how best to enter our search terms.
Ok, I've played quite a few games, but now I've run into a performance problem that I can't seem to fix. I am playing a medium-size map. Two stars with 4 planet groups each against 4 hard AIs. Two of the AIs are already wiped out. The AI that killed the second one has a pretty large fleet that I have cornered. When he finally attacks, my approximately 100 ships and his approx. 150 ships are in the same system and after a minute or so, everything turns into a slideshow, and after another min
[quote]Just wondering how one increases the fleet supply number.Thanks for any help[/quote] Open your research screen and click on the Fleet research tab on the left side to see the fleet research options. These let you increase fleet supply and capital ship crew numbers.
[quote]@bagger if i'm not mistaken there is enough logistics for 1 structure. That might just be in the Sins Plus mod though...[/quote] That must be the mod. The pirate base has 0 logistics points. Can't upgrade logistics at all.
[quote]How a planet I just bombarded into oblivion and is now completely sterile uncolonizble due to enemy culture, I cannot fathom. ...[/quote] On a somewhat related note, I'd like to know why a pirate base that I have colonized still breaks a trade route chain. It's my colony now, so shouldn't it at least be neutral for trade purposes, like an asteroid field or something?
[quote]The patch deleted all the random-creation maps I had before install.[/quote] I think the files are actually still there, just like the saves. At least they seemed to be for me. I deleted them manually when I realized they were no longer compatible.
For such a complex game, I think it is holding up quite well. The interface is utterly fantastic, and that alone is a major accomplishment. The balance issues will probably take a while to work out. The game hasn't been out that long yet. There will need to be some experimentation with balance tweaks. Personally, I think they went way overboard with the siege frig nerf, but I'll keep playing for a while and see how it all works out. It'll probably get changed again for 1.04. Hop
Some good ideas there. I'm not qualified yet to comment on some of it though since I don't think I have enough experience with the game yet. I did have one thing I wanted to add to the list though. I created a custom map in the in-game map creator. It has 2 stars with 4 planet groups each. Each star has 1 planet group set to pirate base and the rest are random mix. Somehow I ended up starting in a star system that had 4 pirate bases in it. Maybe just random chance? Anywa
I'll never understand pre-ordering. I can't think of any good reason to do it. Wait til the game comes out. Buy it wherever it's cheap and available. How hard is that?
No, the patch is delicious and moist!
Are you asking how to mod it to go higher, or just how to increase your fleet cap? I think there's some posts in the mod forum about increasing fleet cap.
When you open the research screen, you'll see an option on the left side for Fleet research. Within that screen there will be two tracks of research. The bottom one increases your fleet supply, allowing you to build more ships. The top one increases the number of capital ships you can have at once.
[quote]Just out of curiosity, are you running detail levels on Highest and not High? Cuz there's a pretty big difference between the two.[/quote] I'm not sure actually. I'll have to check when I get home. [quote]Having multiple ships with varying polygon counts (low, medium, high) would be a waste of memory and time. This completely excludes texturing and UV (but that isn't as hard)I do wish sins had an option for shadows; having your planets fight in the shadow of a planet would
[quote][quote]What's all this COMPLETE and TOTAL BS people keep saying about a "combined arms fleet" should be able to easily beat a spammed fleet of a single type? Why the hell should that be the case, and what real-world scenario is this supposed to simulate? In the real world, if your enemy is massing nothing but infantry men with rifles, You'd be smart to mass heavy machine gun emplacements, and just let those guys charge right in.[/quote]If you're commanding an army in the real world, you'r
[quote]Sins is designed for weaker computers, not ultra modern ones.That means models and textures need to be complex enough too look good, but not enough to chog down computers when rendering hundreds of ships.[/quote] Giving us the option to use better models, detail levels, etc., would be a great thing for those of us who can take advantage of it. My PC is a mid-level gaming machine, but it doesn't really have any trouble with Sins, and I'm planning to beef it up again in another month o