Why doesn't anyone update it then?
NovaStalker
Pbhead, can you show me one example of anyone casting a Sins game? You keep going on about how terrible it is that they aren't spending all their beta time on trying to compete with SC2 for e-sporting. On topic, I'd like this and also the ability to control the composition of a random map. Like if I wanted a volcanic heavy game for some reason or desert planets.
I'm pretty sure that was in the last build too. I was playing with a friend and some of my new planets started spreading the wrong colour (this was very late game so presumably full tech tree for the AI). I didn't pay much attention to it as I plonked down some culture buildings but it was definitely happening last patch.
As far as I'm aware the two options are either Progenitor or Halcyon first but what would be the next cap in either case or is there an argument for one of the others to be taken first?
Good lord stop posting in a troll thread. He even has a troll at the end of his post!
[quote who="Yarlen" reply="35" id="3130623"] Quoting NovaStalker, reply 322 super weapons per is fantastic so long as they do something to make culture work or the Deliverance Engine not suck. I've asked to bump it to 4 total per player and to make it moddable. Will look at buffing them once we tie it down more.[/quote] I'd suggest 3 as a happy alternative. That way a Tec player can only nuke one planet and hurt another within a given CD pe
2 super weapons per is fantastic so long as they do something to make culture work or the Deliverance Engine not suck.
[quote who="Efferil" reply="28" id="3130372"]I can agree to that the Titan needs to lose levels when they die, and I assume that there is a change coming to the titan leveling. I think that when titans die and are rebuilt, they start at Level 1, however you can spend Credits/Metal/Crystal/Whatever on it to retrain it back up to where it was. (Similar to how you can buy levels for caps) Naturally the price increases for every level, with 2-5 being relatively cheap, and the leve
[quote who="SageWon" reply="2" id="3130330"] Quoting NovaStalker, reply 1It's possible the capital was producing more than 6 culture per second so your signals never actually pushed the culture away. Yeah, its possible that he never actually pushed the culture away, but where do you get 6 culture/sec? To my understanding, each shot delivers '50' culture. So 2 shots, means '100' culture, therefore the capital would've had to have more than 5
It's possible the capital was producing more than 6 culture per second so your signals never actually pushed the culture away.
The easiest solution is for frigates to stop giving the Titan exp once it reaches level 2 or 3. That means you can beat up the Pirate Base for a free level then maybe one more and then you need to start taking on real fleets.
How can the Advent be 'the culture' faction yet be so crap at it? Ok we get it earlier but it's a vital part of our economy having any kind of parity with the TEC so really it's not a proper strength. I was watching TB's shoutcast and while I recognise he was playing incredibly badly he still wasn't able to take a single planet with his culture despite basically spending 3 hours with only that as his goal. And good lord the Deliverance Engine is so pathetic compared to
Yes well leaving that aside, what is a solid start for an Advent player? I tried going TEC but they just bore me.
https://forums.sinsofasolarempire.com/419438
Titans need a very hard counter that is completely useless against everything else. Something that has no place in your fleet except to take out Titans. Even if that hard counter only does something to shut down the weapon systems on the titan so it has to retreat or sit around being pummelled.
[quote who="Mecha-Lenin" reply="38" id="3125627"]Recently I watched TotalBiscuits video showing Sins MP. He played rather large FFA with what looked like normal speed setting. After 3-4h (don't remember exactly, but it's not the point) he rage quit. He summed up his experience as "5 hours of boredom culminating in disappointment". [/quote] To be fair, he was playing pretty badly. He clearly hadn't even done the tutorials to prep for the game then jumped
For your explosive gas clouds I'd say the ship that's firing should be the one to take damage because the weapons ignite the cloud as they leave the launcher/array/pointywhatever. This would make the area into a permanently peaceful area. Great place to escape to. Increased speed would be a bit weird. I'm not sure how that could be explained away.
And I do mean a complete newbie. Where should I go to get in games? Is there a steam group or just the in game lobby? Is any faction particularly mp newbie friendly? Also what is the early game meant to play out like? I'm sure it's nothing like SP so I can't just fart around with my initial Cap. Are there specific goals I should beeline as fast as possible like trade, culture or a specific ship type?
Perfectly symmetrical maps sounds incredibly boring. Surely ladder matches would be more interesting with bonuses thrown in. I'd agree that there shouldn't be anything purely negative but bonuses would mix things up.
SotS 2 was released in a state you could charitably call an early beta build. They're still patching it madly 6 months down the line and it's still got work to be done. Glad to hear I'll finally have a 4x game to play.
After the SotS 2 fiasco, is Sins: R at least looking like a complete game?