Nanite10877

Nanite10877

Joined Member # 2423133
12 Posts 30 Replies 8,490 Reputation

I haven't played the release of sins much yet (been playing since beta 2 though), however I was playing as the advent (going for the advent military researcher, that is really hard to get, too. No empire techs at all, ouch) and their last shield tech seems a bit too good. Going from max 60% shield mitigation to 75% seems a bit much. I know it's not exactly easy to get, but still, especially for cap ships, it makes the Advent WAY harder to kill, especially if your using the shield recharge abilit

9 Replies 23,834 Views

I'm going to "me too" some stuff I saw in this thread, but first I've got my own idea. - I'd REALLY REALLY like to be able to set my own values for the abundant/common/rare startup options, and the tech speed. In one of the beta versions of the original galciv2 patchs, they greatly increased the number of habitable planets in the abundant setting, like average 3-4 per star. It may seem cheap to some, but I kind of liked it, and I'd like to be able to try it again. Even if it would have

382 Replies 106,214 Views

OK as I understand it from rooting around in the gameinfo folder, the way gameplay speeds are currently implemented is that all aspects of gameplay are speeded up. Look at the end of the gameplay constants to see what I mean. However I don't see an antimatter regen scalar in there, and if not then that means that colony ships will be colonising at the old slow speed, while your ships are clearing planets faster. This also *seems* to actually be happening. It seems like I'm clearing way more plan

2 Replies 2,377 Views

I know it's not a straight take off however much armor you have from each weapon hit, because I modded in a bunch of armor to test it and it didn't seem to have that dramatic an effect. It could be felt, but it didn't make the ships invulnerable or anything. So is it a mitigation percentage or what?

1 Replies 10,869 Views

OK I'll chime in. I haven't played much since beta4, but I did finish a game with the Vasari last night finally. First of all, I'm kinda dissapointed in how much they feel like the TEC. I know this has been debated to high heaven, but I was hoping for something a bit different. All of their begining buildings/ships are almost exactly like the TEC except for the capships abilities, and maybe the Vasari cap scout ship. However I dount were going to see a total revamp of the Vasari, but I hope

71 Replies 12,595 Views

Two problems I have with the pirates that no one seems to have mentioned - first of all, it adds a bit of a coin toss as to who gets raided first, and this puts whoever gets raided first at a pretty big disadvantage, especially as early as they come sometimes. You either have to try and spend money to redirect them off you, or you have to invest in defenses instead of maybe building up your fleet or getting a tradeport or something. One good way to stop this would be to have the pirates divide t

33 Replies 38,273 Views

Also , as I've seen in my few multiplayer games, people aren't building fleets, they are building 1 MASSIVE fleet all the time, and just steamrolling with it... The AI never did this and its not fun to be on the other end of the steamroller... Fleet size needs to be addressed in a different way from what the empire can support... Maybe make a fleet limited to 1 capital ship and X number of support ships... ? I don't know how that wou

297 Replies 218,756 Views

Two things need tweaking gameplay wise. First of all, Pirates should not be spawning many pillagers at all, or at least they shouldn't be targeting planets before the other orbital structures are destroyed. This makes the pirates just way too big a threat. You HAVE to keep a large fleet near your planets, or else the pirates will just jump by your cannons and fighters and blow the planet to smithereens. Second, there still needs to be a better way to mitigate the horrible allegiance pen

297 Replies 218,756 Views

Beta 3 will be requiring a reinstall right? I don't have sins installed right now (got a nasty virus, had to reinstall windows ), so I was waiting for Beta3 to reinstall as I knew it was coming soon, and with most other patches we needed to reinstall the game. If not however I'll go ahead and reinstall in now so I can be practicing.

139 Replies 130,254 Views

All great idea IMHO, ANYTHING that reduces micro is good. I want strategy to win games, not fast fingers. Only thing I would wait on is the Black Market extention, as it's going to be changing soon I think. But the others, those are really good ideas. Especially as I think the game is going to need to be significantly speeded up to be a big multiplayer hit.

5 Replies 3,827 Views

Well, that answers *THAT* question. I was wondering why we weren't getting patches any more often. You have to reinstall the game to patch. That's a good reason not to release a patch a day or even a week .

12 Replies 20,345 Views

I was sieging a system with some LRM's the other day. They were blasting away at a gauss cannon just out of it's range, when an enemy ship phased into the system. The LRM's went to chase said ship, but to do so they had to turn around as the ship was almost behind them. To do this they had to move forward right into the gauss cannons range, and they got chewed up pretty bad (didn't lose any but a couple were close to dead). Don't space ships have side thrusters so they can turn standing

32 Replies 21,042 Views

Research really needs to be speeded up a bit, or to have an option to speed it up a lot. Something to research, or maybe even have each research station reduce research times a bit. If I want to build ships faster, I can build more shipyards, but I can't do a thing to speed up research, and I've had so many techs in line to be researched that I can't see them all on the list (I like to research everything, so sue me). From a gameplay perspective I don't think having research take quite

0 Replies 1,574 Views

Heh mine was a bit slow in places. I thought it came out yesterday, hadn't checked the boards until today. Everyone else must have been dling it . Still pretty fast though overall, averaged about 90 K/sec on my dsl.

22 Replies 5,295 Views

I like that the AI builds swarms of light frigates, thats good IMO. Light frigates usually own anything else in a stand up fight with other ships. Of course vs planet defenses they get owned, but it's a pretty good tactic for the AI to use, as they are best for planetary defense. It would be nice if it used it's scouting data to decide what ships to build. If it sees you massing light carriers, it should get some flak frigates, if it sees you have a ton of gauss cannons, have it get LRM

14 Replies 4,459 Views

Two things I'd like to see. First of all, another developer I like, MadDoc software (they did Star Trek Armada 2, and empire earth 1 and 2) always adds a TON of options at the begining. For example, you can change the amount of damage weapons do, increase or decrease cost, move speed etc. It's sort of like a pre built mod system. Also, I'd really like an option to allow everyone to see everything, not saying it should be default, but I have a God complex, I like being omniscient <img src="http:/

8 Replies 3,531 Views

First of all, needing siege ships to expand is a really bad idea. I don't want to have to research and get a siege frigate just to expand, that would slow the game down even more. As to the problem of colony rushing, I don't really see the point. If you take an asteroid without clearing the non siege pirates, all you have is a 20 pop asteroid. You can't build mines on the asteroids or even build defenses, the pirates target them before the constructors even get there. I think the best s

6 Replies 5,330 Views

some of these ideas can apply to the other races... - Phaselane restrictor - Temporarily disables all phaselanes leading to that system. Logistic building 2slot. Uses antimatter. 1 minute usage. 10 minute cool-off. This seems pretty good, except the two slots is a bit steep. Better to have it take tactical slots I think, maybe 10. - Phaselane inducer - Special function on a tactical battleship. takes (distanc

10 Replies 19,351 Views

I don't know if this is intentional or not, but if you set artifacts to 9, the game puts duplicates in. I would think that there should only be one of each artifact. They aren't cumulative, and it's kind of annoying to see the artifact text on a planet you just cleared only to realise you already have that one so it's a waste. Plus I'm an OCD upgrader who likes to get every tech he can, even if I'll never use it, and so it annoys me that I can't get every artifact <img src="http://images.stardoc

13 Replies 4,574 Views

I'm with schem, the game is definately NOT too complex, no way no how. I dunno about adding things, we could try it and see of course, but no way should it be made "simpler". It's really great the way it is, give it another try. If you still think it's too complex, maybe this isn't the game for you. Much as I hate to say it, there is no perfect game, even the most popular has it's critics. Most people seem to be pretty happy with the overall game, might need some tweaking, but the consensus seem

23 Replies 4,559 Views

One way to help with the begining game doldrums (the begining does seem to be the slowest, once you get a few systems under your belt things get interesting) is to increase the amount of taxes that population pays. I make almost as much in income from metal as I do in taxes, when you figure that 1 metal = 2 credits. Almost all of it gets sold. Lower the amount of metal mines a bit, and bump the tax rate up from 0.3 to 0.5. Also, if you increase the pop growth rate it makes the begining

6 Replies 3,141 Views