Hack78

Hack78

Joined Member # 3129708
2 Posts 189 Replies 18,084 Reputation

One tactic I have started using sometime if I have some spare resouces is putting one or two hanger bays on my planets BEHIND my frontlines. Initially sounds silly but the idea is that sooner or later an enemies scouts are going to be wiped out, denying intel and/or forcing them to buy more scouts - I don't want him knowing about the second major fleet I am massing to attack his flank while he is playing with my main fleet at my chokepoint planet he is trying to get through!!!! :)

15 Replies 5,830 Views

[quote]Hello people, personally? I'd like to see something that makes Sins a multicore game , because right now a lengthy single player in big map and lots of AI gets very slow after few hours.[/quote] I'm guessing support for multi-core CPUs so the work is distributed. BTW - anyone know what the main cause of people lagging is online - is it the other people's network connection or is it due to their computer failing to keep up with the game (i.e. is the CPU or network speed t

70 Replies 101,579 Views

I would like to see the following improvements to the online multiplayer system 1) Custom maps can be downloaded from the host prior to starting 2) Option to view the map prior to starting - some ppl don't like playing on a map they don't know. This should be a host setting and obviously should not be available for random maps as that defeats to point of a random map. 3) People who are getting setup to start a game can also monitor the lobby without having to change ch

70 Replies 101,579 Views

Not really - just add people you play with as friends - I have a number and I bet some of them haven't added me - just good to be able to see if people you have played well with before are online and if so you can get them involved in a game...

6 Replies 6,184 Views

Try logging in at a different time - I manage to find people, especially on the weekend and that is when most US people are asleep. Another tip - make sure you can host a game - alot of people don't know how to host correctly (they create the game and wonder why no one can get in due to their network settings being wrong). I can get a game going OK as I can host - the only issue is that being in Australia some people complain about my lag :)

1 Replies 4,538 Views

[quote]I figured out why you guys are obsessed with these units, it became apparent the second I took a look at the beta and noticed that all the ships had been scaled, making them frustrating to find and select. You guys aren't gamers, a real gamer wouldn't want more units, they clutter up his build screen, waste his time, complicate his strategies, and upset the rock paper scissors gameplay model that RTSes have had since the stone age.[/quote] Duh - the whole point is that is that th

1,324 Replies 1,509,314 Views

[quote]Classic single player mentality. Chockeholding is lame, and this game was designed so that it is impossible for static defenses to beat a mobile fleet. You want to defend something? Build some ships![/quote] I am - but sometimes it would be nice to put something at a reasonably important planet that you know will be able to hold up an enemy advance long enough to get your fleet there to support it and beat back advance. e.g. Point Defense System shoots down incoming missiles

70 Replies 101,579 Views

How about some stronger defensive platforms??? e.g. A defence platform - weapons include combined gun/missile and hanger plus maybe others - repair, shield recharge etc... Obviously it will cost some, but would make a huge difference at a chokepoint. Should be able to handle a single cap or a number of small frigates by itself so you need 2-3 caps or 30+ frigates to take it down.

70 Replies 101,579 Views

I started playing online last weekend - had a few games. While I have had some issues with crashing and/or people quiting, I think it has been quite good. Of course, I am hosting if no one else is and inviting people to come play the game with me!!! You only need 4-10 players in the lobby to get a game going as long as you aren't being ultra picky - so I don't know what the issue is. It doesn't matter if there are 0 or 100000000000000 online - just that there are people waiting

44 Replies 44,683 Views

Are you behind a firewall??? If so read the FAQ - https://www.sinsofasolarempire.com/faqs.aspx You need to open some ports : The game is telling me that I may not be able to host the game. What do I need to configure? A: The default port Sins of a Solar Empire uses for hosting games is 6112 (TCP). The default port can be changed in the user.setting file (see power user settings in the technology section). Make sure your router has this Port Forwarded to your c

4 Replies 2,862 Views

Tried out the mod recently - a few comments. Played Imperial vs Imperial 1) I had my Acclamator fighting the AI one (Think it was this - the colony one). They were hardly taking down each other's shields. I then brought in my Imp Deuce - zoom away for 4-5 seconds to do something else and then the AI ship was gone - so not sure how good the balancing is since the Acclamators did nothing to each other, but ISD II nukes one in no time. 2) Fighters (Ties) seem to fly though caps 3) Hard

1,324 Replies 1,509,314 Views

There can be up to 10 teams (depending on map size) and teams can be locked So on a 10 player map you could have 2v2v2v2v2 3v3v3v3 4v4 5v5 FFA or some other such combination As such, you can work together, give each other resources, but cannot control each others ships or facilities. You can setup slots to be AI so you could do 2v4 AI etc...

3 Replies 2,881 Views

Just a random thought - is it possible to build customer achievements into the mod??? e.g. Build Katana Fleet achievement - either win using nothing but Dreadnaughts, or build 200 Dreadnaughts or something similar.

1,324 Replies 1,509,314 Views

[quote]Incidentally, has anyone played Wing Commander: Armada, that kinda had a space campaign mode with planets. Could base some of the gameplay off that maybe, or at least examine it for ideas.[/quote] I did - it was ok, but somewhat lacking in long term playability. You could build ships (fighters) to defend systems, but were limited to a single carrier. Hence no major fleet engagements - only fighter/bombers

50 Replies 105,637 Views

[quote]an ISD with tie bombers can annihilate an entire pirate base, but that is going to get adjusted a bit[/quote] Seems life like to me :) The Imperials used smaller ships such as a Victory Class Star Destroyer for wiping out pirates - ISD was overkill :) Read the Han Solo trilogy - the smugglers faced a fleet without a Star Destroyer. By their own admission, they would have lost if one was there!!!

1,324 Replies 1,509,314 Views

Maybe you could charge for Clans members to have certain features. You can log on to a normal server for free To log on and play for your clan, you would need to pay a small premium membership fee. This would get you things like private lobby where only other subscribed clans can meet, clan ladders etc... People can also advertise matches/events etc... to the other clans. And of course, if their are tournaments/prizes etc..., people are more likely to pay some money towards

145 Replies 123,809 Views

It should be noted that those are hardly high end video cards (8600) - the 7800/7900 series had better DX9 performance then they do. I have 't been able to get any lockups like this Q6600 8GB RAM 3870X2 Vista Ultimate

9 Replies 8,344 Views

You need to slingshot around the sun to build up speed and then use the other one to slow down. It's all very complicated and involves some complicated maths. If you don't get it right, you end up having your ship go back in time and the only way to get back again is to reverse the manuever, but with some whales from San Francisco in your hold.... :D

5 Replies 4,331 Views

Surely the map would lend itself to key planets being choke points, and those planets happen to be the major SW Universe planets e.g. Coruscant or Corellia??? And I didn't ever say you wouldn't be able to put them elsewhere - just that the planets may not have the tacticle slots since they are minor planets - hence lack the infrastructure to support them...

1,324 Replies 1,509,314 Views

Will the golans be able to take on Star Destroyers - that's why the Golan II and III were created - to be able to stand up to one and survive. No point them being like the turrets etc in sins - need to be hard core and require a major fleet to take them down. Again, they should therefore be limited to the planets that can support them due to the cost/number of logistic slots. You can use lesser stations for smaller planets etc...

1,324 Replies 1,509,314 Views