Dessirris

Dessirris

Joined Last seen Member # 3056332
2 Posts 25 Replies 177 Reputation

[quote]If you think they are bad, wait for "neutral systems" (see under the map editor). They are fortified worlds- tough nuts to crack without a good fleet.[/quote] Oh yes, I love that setting. currently playing a slow speed ~400 planet map, 10 stars, phase lane chance set to minimum, phase lane length set to maximum, with neutral colonies set to maximum everywhere. 95% of the colonizable planets are fortified, with phase jumps between planets taking from 15-45 minutes per jump. scouti

9 Replies 7,440 Views

While I'll agree that it's unrealistic, but neccessary from a point of making strategy and tactics important, I'll add that I'd still like to see someone put together a galaxy forge map on the galactic scale. And then find a computer that can run it. >.> Seriously, if you can find me a computer that can support a multi-million star map of sins, and still run the game at a playable speed, I [I]will[/I] play that map.

40 Replies 36,847 Views

[quote]It is enjoyable to be a champion of truth in an age of band-wagon political correctness.I speak the truth, sit back, and see what happens.[/quote] What truth? You've been spouting opinion so far, aside from, maybe, the fact that you lead some clan. What makes your oh so mighty opinion fact?

55 Replies 26,932 Views

[quote]Never seen so many beam weapons fire at once in my life.Pretty, though..[/quote] oh, most definately, there's something magical to seeing a fleet of over 100 ships wiping out a fleet of over 800 pirates, over 200 of which were heavy cruisers. it's just, so beautiful.

20 Replies 9,832 Views

[quote]Haha! You obviously know me not.[/quote] For which I am eternally grateful. [quote] I am the clan leader of MAGOG (Military Alliance of GOG) (www.magogclan.com website will be updated soon for SINS). [/quote] Good for you. [quote] If you do not know me yet, you will. [/quote] *adds another to the list of annoying forum people to avoid interacting with in the future, priority high, then nods* yep, know you, noted you [quote] I'

55 Replies 26,932 Views

Games can take as long as you want them to, anything from an hour to what will probably be literally weeks of in-game time. I played the largest 'small' map, 27 planets on one star in 6 hours, the smallest small map, 7 planets, 1 star, in 45 minutes, the largest random map, 5 stars, and 80+ planets, I believe, in 19 hours, and I'm starting a 10-star, 400+ planet map from the game's in-game custom map making tool which I expect will take hundreds of hours, especially since I have it se

34 Replies 59,500 Views

[quote]I do speak for myself.Don't be offended. Like I said, I will try your Star Trek mod in about 3 years.In the mean time, I'm going to enjoy the ACTUAL game online first.I just think it's a rude "slap in the face" to the game developers to speak of mods so soon.[/quote] Ever think there was a reason that the developers [I]created[/I] a modding section for their forum? Or provided assistance and guidance in the creation of mods, as well as in-game support for activating those mods?

55 Replies 26,932 Views

pirates don't have any culture, so the hostile culture at the pirate world was the AI's, which means it wouldn't have given him any trouble colonizing it at all. did you research your fleet caps and capital ship crews up? it sounds like you're still limited to the 100 fleet supply and 1 cap ship crew you start with, if you don't research the higher levels of fleet logistics, you are going to get overwhelmed, because you won't have any ships to speak of, compared to your opponents.

6 Replies 3,635 Views

those pirate bases can get pretty impressive after a long game, but if you've got a big enough fleet, you should be pretty well off when it comes time to take care of them at the end of my last game, I was finishing securing my 4th of 5 stars, and I jumped a scout ship to the pirate base, to find over 900 pirate ships at the base. something like a trio of desolators, a quartet of devastators, an evacuator, and a pair of capital carriers, all at level 10, as well as 40 enforcers, 20 carr

20 Replies 9,832 Views

Also, another important consideration: if a system is fully inundated by your culture, nobody else can colonize it. so even if an attack fleet gets in and takes out the colony, they can't drop a forward outpost for a while, until your culture recedes, so you don't have to worry about enemy reinforcements being manufactured within your frontier.

36 Replies 21,755 Views

A change to the unit cap would be nice as well, maybe scaling with the size of the map? Leave the current values in as a minimum, say for maps of 20 or 30 and less planets, then add 1000 to the top end cap per 10, 15, or 20 additional planets on the map, maybe? it's gonna be a pain having any decent sort of fleet coverage of my empire on my 400-planet, 10-star map that I'm playing.

1,040 Replies 562,532 Views

Miniature giant space hamsters. The one surviving crew was driven mad by the sight of said hamsters nibbling their way through the hulls of their fleet and tearing at the bridge crews' eyes in fearsome, maddening hamsterish ways.

86 Replies 250,037 Views

I checked while playing earlier, and yeah, you can issue orders while paused, though the lines and all which show movement paths for those orders won't appear until you unpause. I just started a 10-star, 400-planet map, on slow speed, vs 9 AIs in a FFA, with almost every colonizable planet in the galaxy already with a neutral colongy on it, and found that my home planet had two planets, one on each side a short phase jump away uncolonized, and one was a dead end, and the other was an i

9 Replies 22,960 Views

They're working on it for inclusion later, once they're happy with the core game. It'll either be a later patch, or an expansion, though I'm hoping for the patch myself.

1 Replies 3,336 Views

[quote]Slow research is a "must" in most of these games for me. I'll have to check the other settings' effects. Hmmmm...no orders can be issued while the game is paused? That could be a game killer for me. We'll see.[/quote] Well, if it's that much of an issue, wait for the demo, and see. It should be coming out within a month or so, I believe. IMO it's definitely worth getting, but if you're worried about it, try before you buy it.

9 Replies 22,960 Views

Another option I'd like to see, at least for capital ships, would be a retreat threshold in the tactics menu. say make it 25%/50%/75% hull strength/never, before the individual ship activates its retreat setting, so that you can let your fleets be even more autonomous, and not worry quite so much about losing higher-level capital ships. I'd also like it if we could get a stand-alone replay viewer, something that people who don't have the game could download and use to watch replays of

1,040 Replies 562,532 Views

Well, the Sins AI is completely cheat-free, and if you're willing to play for a number of hours before you ever even see an AI faction ship, then yeah, you should be able to get incredibly long games, with good competition from a hard setting AI. I just finished a 5-star, 70-planet map, which took about 18 hours game time. my next game is going to be a 20-star, 800-planet map with probably 10 AI players. I'm not expecting it to be any shorter than quite possibly a month of regular gaming. I don

9 Replies 22,960 Views

Hmm, I think you shouldn't be too bad off, I don't think. I've got the following system, and I had no real trouble, aside from a slowdown to about 20fps or so, after jumping a 100-ship fleet into a pirate planet with ~800 pirate ships in it. And lost only *thinks* 25 ships, in the course of obliterating the pirate presence in that solar system. :D AMD Athalon 64 Dual Core 4000+ 2.11 GHz 256mb GeForce 8600 GT 2 GB ram Vista 32bit And I run i

3 Replies 1,534 Views

Custom in-game map created, 20 stars, 18-28 colonizable planets per star, 8-12 non-colonizable planets, no pirates, with neutral colonies set to maximum everywhere, only one player per star system. Utterly massive map, running about 800 planets, with virtually every other planet in the map already colonized by neutral factions, and defended by neutral orbital defenses. It's a long-term commitment. :D

23 Replies 7,294 Views

[quote]Whats the point of a colozinisation capital ship?[/quote] Well, if you're playing Vasari, a lot. The evacuator has a great 6th level resource stealing/planet destroying ability, plus a great DoT + armor debuff ability. Why wouldn't you want it?

44 Replies 19,816 Views

Something I'd like to see would be multi-monitor support, in some form. that second monitor of mine just sits there off to the side, doing nothing, when it could be doing something useful, like showing me the tech tree, or some other page for me to be looking at while leaving my main screen open to keep an eye on things. What I'd really love would be the ability to zoom in on two different places on each screen, and be able to control the cinematic mode for each, it'd be awesome to have a massiv

1,040 Replies 562,532 Views