Benjist

Benjist

Joined Member # 3356498
0 Posts 0 Replies 324 Reputation

My appologies i don't think i was clear. The extractor was in a neutral gravity well it was already captured by an previous ally (cease fire - around 90% friendlyness) (who was blue - hence the extractor being blue and not grey) - who i was now at war with, making them an enemy. However the enemys extractor (as they had previously captured it in a neutral gravity well) was acting as if we were still allied (aka i can't attack it - it would just move to it). I hope i have expla

5 Replies 2,621 Views

Hello. I was wondering if anyone has come accross this bug i did earlier. I was playing as TEC in an AI game offline (every AI was TEC) and i had built up a good "reputation" with an AI player. However i went to war with them and in a neutral uncolognisable area gravity well (with 2 neutral extractors - think they were crystal) i clicked my forces to attack them, however instead of attacking they did it as move order. (it said they were invunerable - as if they were still my a

0 Replies 1,203 Views

Hello. I was wondering if anyone has come accross this bug i did earlier. I was playing as TEC in an AI game offline (every AI was TEC) and i had built up a good "reputation" with an AI player. However i went to war with them and in a neutral uncolognisable area gravity well (with 2 neutral extractors - think they were crystal) i clicked my forces to attack them, however instead of attacking they did it as move order. (it said they were invunerable - as if they were still my a

5 Replies 2,621 Views

I have had this before. However it could be that i had a starbase (with trade upgrade) and a normal trade station. Maby the AI got confused? I also had 3 star bases (with trade upgrade) next to the sun, can't remember which ones wern't moving, they could have been spoilt for choice ^^

6 Replies 3,294 Views

Hi There. I was wondering in the future if there would be a multi-player option to turn your win/loss statistics off to non-recording. Personally i am not bothered about whether i win or lose and just want a fun game against humans as i am a casual gamer, however the win/loss ratio recording does daunt me (yes i know it sounds hypocritical) more than anything due to: You could join a game and because you've not won enough/lost too many people may kick you out of their

4 Replies 12,287 Views

I have a few ideas, some of which are built up on others i have seen.... Joint Planet control When you capture a planet it takes time to colonize it, e.g instead of 100% colonisation it takes say 5 minutes to cononise, this allows another player to colonise it, regardless if they're neutral/enemy/ally etc, and then splitting the difference, e.g someone who gets 20% of the planet gets 20% of taxes, 20% of slots etc. (However both would be responcib

125 Replies 328,247 Views

[quote who="Uranium - 235" reply="15" id="2053483"]More brainstorming - What if Strikecraft could only replace partial losses by docking at a carrier and waiting for repairs (albeit brief ones)? What if instead of single ships, hosts had to build the entire squadron? I imagine there'd be some reduction in build times with this, but just an idea, to avoid the inexorable tide of fighters you have now, where they get replaced one-by-one faster than you can destroy them...[/quote] &n

38 Replies 58,665 Views

I was wondering what anybody thinks of this as they don't cost anything to lose or build (appart from time) so its easier to use them for cover/attacks without any actual cost, e.g they can be used to swarm opponants and their bases and give quight a lot of damage in numbers. Personally i don't have any opinion on it strongly eitherway, but was just thinking it because everything else has a resoruce cost and that they can be quight powerful (and effective) when used in large numbers,

38 Replies 58,665 Views

Did you put it to "hold position" on the management/tactics screen and then move it? otherwise i think it would go back to default attack mode if your area is in "gravity well" or "local area" (depending how far away you are).

1 Replies 2,132 Views

[quote who="mrlarone" reply="4" id="2042728"]when you click the deploy icon you get a movement cursor similar to the station deploy cursor. nothing happens when you click to deploy though. the mines just sit there.[/quote] You have to click the "deploy mines" over the actual mines i believe. I think its a bug as it should move with into position after clicking. However sometimes it says something like "too many starbases already constructed" or someth

7 Replies 1,905 Views

I have created my own star maps. However on one of them you have to get to opersite system by wormhole only and its a 3v3 map. (Which means if you all decide to inflight eachother in your system the others in the next system may be allied and attack you (recruit people in your system if they've been hammered to provide protection and get a foot hold) - plus you have your own system within a system so to speak, with chokepoints so you can hold your own if need be). You can't us

5 Replies 7,455 Views

You may probably already know this (not sure how new is new). But after a while of doing them missions and getting their "friendlyness" up, you can trade with them etc as you probably already know, you can also get them to attack your enemys (if the feelings mutral aka they're not got a non-aggression pack/peace). and Defend your planets/areas. etc

3 Replies 3,162 Views

[quote who="Bobucles" reply="2" id="2006901"] Does anyone know what happens to the population of a planet when you abandon it? Your provisional government packs up and leaves. Whatever happens to the population afterwards is not your concern![/quote] I see they decided to model their attitudes based on real life governments then!

14 Replies 30,035 Views

[quote who="WarlokLord" reply="4" id="1988216"] Quoting Benjist, reply 1Maby a good balance could be creating a ship class that pushes the mines away (like a reverse magnetic field - NOT a 1 to 1 basis) on a reasonable range scale, pushing all the mines back within that area range (enough to protect a fleet). This would work for the mines including the Homing mines from Advent and mass gravity well mines from Vassari e.g pushes them away. However it may also be usef

49 Replies 31,300 Views

I think you can click "invert" mouse in the options. Its the same settings that have "twist" in etc if i'm not mistaken. (and correct in thinking what i think you mean). ?

2 Replies 2,645 Views

They also blow (up) and take your fleet with them. But seriously i love mines, especially since i'm a Vassari player.

34 Replies 12,159 Views

Maby a good balance could be creating a ship class that pushes the mines away (like a reverse magnetic field - NOT a 1 to 1 basis) on a reasonable range scale, pushing all the mines back within that area range (enough to protect a fleet). This would work for the mines including the Homing mines from Advent and mass gravity well mines from Vassari e.g pushes them away. However it may also be useful if the mines went back to their previous positions slowly after the mine pusher

49 Replies 31,300 Views

yeah, you research it in the civilian tree (the last tec for them) 8 civic bases needed. Then there should be an option in the phase lane box when you click on it (left hand side) for Dark Armarda. However to call them you need about 1800 credits, 300 metal/500 crystal (at level 2) (don't know the exact number of resources you need off my head, just an estimate.) However you also need about 150 (again, a rough estimate) Anti-Matter and it has a cool down waiting period

3 Replies 5,273 Views

Yeah, thats the problem i was having, could move up/down etc, but as soon as i was getting attacked my screen was all over the place (due to me trying to get back into battle with screen being in all directions - you know what i mean.) Would rather be able to avoid mines/go up/down etc without having to "fiddle" around too much with management, thats why i think a slider or so would surfice. Thanks for the input.

4 Replies 2,014 Views

Hello Stardock and fellow Sins players. I was wondering due to that this is the BETA feedback and people are not too fond of running into mines that it could help to make the Z axis easier to use (so that players could go above/below the mines when placed on the default tactical plan.) (The Z axis is the one that allows you to go verticle (up/down - within limits) instead of horizontal (flat) across a gravity well, and can be found in the hotkey bindings in options (its best t

4 Replies 2,014 Views