Yeah, try Medium or larger maps, and if you still find the Hard AI too easy, play 2v1 (or even 3v1) against Hard AIs on a locked team on a Medium or Large map.
BigBadB
[quote] If you zoom in really close to a fighter, and you select an actual fighter and not the squadron, it has the in-game damage number (and hp) [/quote] True, but without accuracy and fire rates, that's not that useful. ;) Unless the damage figures are for DPS, including accuracy? Anyone know?
[quote] I read over the first page-- but not the other 5. I'm sorry if this has been mentioned already: Research issues: A) I want to know how many of which types of research stations I have. [/quote] This is shown, sort of - on the appropriate research screen the background lights up from left to right to show which tiers of research are available.
I thought much the same after reading the manual, but having played the game a bit, I think the variety is there - it's just not obvious at first glance. I've actually been surprised by how differently each race plays. The nature of the game is such that relatively subtle differences in stats and abilities have much more significant impact than I expected.
I'd like a new race, but as I'm pretty sure that they're already planning to introduce whatever it is that's chasing the Vasari, I don't think I actually need to ask for one. ;)
I'm kinda guessing, but I think the basic idea is that it lets your fighters close with their targets faster, while taking less damage. I can't remember what the power description says, but I don't recall it being unclear on the benefits of upgrading.
Z axis demo: http://www.dailymotion.com/cluster/videogames/video/x4alwu_zaxis-yakety-saxing_videogames
The devs seem keen to support modders - there's a map designer in the game, many of the data files are in a simple-to-edit text format, and I believe that proper mod tools are due to be released.
[quote] That was my major major disappointment about this game is that you can only move on the XY axis, not the Z, and ships don't strafe or move backwards. In homeworld2 you might send ships above someone to gain an advantage(like against hiiagaran bc so only 1 of it's ions can shoot you) but sadly you don't have that here. [/quote] Erm, as others have said, you can move on the Z axis. I forget the key, but it'll be on the bindings screen. Some capital ships have a sma
[quote] 2) Have the ability to somehow indicate to the AI that they shouldn't even bother trying to give you missions....Maybe a one-time cost that you could spend, call it the expense of sending a courier to all their homeworlds or something. Maybe i'm just weird in wanting to play this way, but the constant stream of requests is annoying - sometimes I just want them to die horribly, not give them stuff. [/quote] I think that if you lock the team
A couple of things I'd like to request: 1. Don't be too hasty to make Phase Jump Inhibitors more effective, or make any other changes that make it too easy to completely 'control' gravity wells or phase lanes. The mobility of fleets in Sins is one of the things that makes it different to ground-based games, and lead to it requiring different strategies and tactics. I can't help but feel that many of the players clamouring for more effective PJIs are simply trying to play the ga
The 'scuttle' button is in the same place for all unit's and structures - at the bottom of the unit pic in the lower-middle of the screen. See page 18 of the manual for a diagram.
[quote] Does everything smaller than a cruiser have light-class armor? You know, Ironclad, this might be information that wouldn't HURT to be mentioned in-game. [/quote] The in-game description of fighters states that they are strong against siege frigates (among other types).
Have you changed the resolution from 1024 x 768? If so, set it back to 1024 x 768 and try the tutorial again.
Well, I'm a pretty long-term strategy gamer (also dating back to before computer gaming), and so far, I've little or no trouble with siege frigates - defending against them really isn't that hard, especially after the 1.02 changes. As far as controlling phase lanes and 'blocking' systems goes, I [I]like[/I] that Sins makes these things hard or even impossible. Far too many space strategy games reduce the vast reaches of space to something that's mechanically no different to playing a gr
[quote] Probably, yes. Although i find the Fighters are quite a bit more efficient at hunting down enemy bombers/fighters than the racial anti-aircraft frigates. Its mainly a case of making sure they actually stay near the vessels they're supposed to protect. [/quote] You're supposed to be able to select a fighter group and right-click a friendly ship to assign the fighters to 'CAP' around the selected ship. There was a dev post saying that t
[quote] That is what i was thinking, but wasn't positive. I figure if I have some sort of Flak frigate (or equivalent) to counter the enemies bombers/fighters... i can load up my own carriers with bombers. [/quote] To an extent. The flaks will protect ships and bombers near them, but that tends to leave your bombers vulnerable to fighters when they're attacking (if you move the flaks into the midst of the enemy ships to provide anti-fighter cove
Have you installed the new patch?
There are techs for long-range jumps (allows your ships to jump to different stars) and wormholes. Have you researched them?
[quote] OK, well I guess I'll have to wait for it. [/quote] Did you change the resolution from 1024x768? If so, reset it to the default 1024x768 resolution and try the Tutorials again - worked for me. If you haven't changed the resolution, try rebooting the PC and restarting the game - some people seem to have had some luck, but it can take several tries.
Capital Ships in Sins strike me as being very much like 'heroes' in many other strategy games - they're very powerful units that can swing the tide of a battle, but you don't have many of them, so you need to use them wisely. They're not intended to be 'rank and file' units that you use everywhere.
[quote] Oh, and lets not forget those "inexperienced", push over developers while we're at it. you're telling me that all games coming off shelves are pure gold? because if I remember correctly a programming degree means experience in lessee now... programming[/quote] Erm, I'm not sure, but you seem to be implying here that the devs are 'just' programmers. Sure, programmers know about programming. Guess what game designers know about.
Hey all, First off, if there's some sticky post or FAQ that answers this kind of question, please point me towards it, and my apologies for having missed it. I have read the manual and played the tutorials, but that's about as far as I've got. What determines the maximum number of upgrades you can give to a planet, like Population Structure? Are there techs that increase the limits? Cheers.
How I understand it: Each weapon type is calculated seperately. The attacker does a random amount of damage from 0 to the rating for that weapon type. (Not sure about the 0, but I'm sure I've seen a Beam 1 fighter do 0 damage against an unprotected ship) The defence against that weapon will be the total of the defence rating against that attack type (shield for beam, and so on), plus the square root of the values for the other two defences. The Defender blocks a random amou
Scaled Size is "kinda" like a percentage of the overall size of the ship. These things tend to not benefit from being made smaller all to much. It depends - I think different techs have different 'scaling factors'. Beams, for example, seem to get larger than missiles, making missiles better weapons for large ships.