I vote for screaming teenage girls. Everyone knows that the Vasari's voices are so bad because they were all members of a hair metal band in their former lives. Now they have to get away or end up like Alice Cooper or 'shudder' Ozzie Ozzbourne.
fastjack7
not a bug, a feature! lol
This seems like a cool idea. Having some really huge "mothership" type ship could be cool. I was also wondering if there might be a mod out there that sort or reverses the roles of the frigates and the cruisers. I think it might be cool to have the frigates be light support vessels, but not have that much combat power. Then you could add a few new cruisers and make them more combat oriented. In order to do this you might have to put some of the cruisers a little earlier in the tech tree
Nice work, this is really useful
So it seems like some people are using the carriers. Are you doing anything to counter flak/defense frigates. Like maybe attacking them first or bringing a couple missile frigs to take them out? Also have you noticed the AI building a lot of flak frigates? Does the AI actually adapt to your style if you start using a lot of carriers? I agree that the capitol carriers are much better, but was wondering more about the cruiser versions.
Does anybody out there use the carrier/drone cruisers from the various races? It seems to me that they aren't really worth the effort. I think it would be nice if they carried 2 squadrons instead of 1, or at least were upgradeable to 2 squadrons. Currently it doesn't seem like you get enough combat value for the research and construction cost that you put into them.
I think I like the combat and the non moving ships for many of the reasons already mentioned. 1. It seems it would be hard to select individual units or sets of units if they were all constantly swarming around. 2. With so many other things going on in the game it is nice to be able to leave one battle, go to another battle, or another planet or whatever and come back and still see your units in a similar spot from when you left. 3. I have a pretty old machine (P4 2.8Ghz; 1 gig Ram;
I have yet to win the game! Of course I've only played to small map games but man I suck! LOL Oh well, I guess I just need more practice
[quote]usually there is one and build that up (Usually ends up being astroid area) and with those two I build and build and build.[/quote] The two maps I've played were 1v1 with 7 planets, so the planets were mostly set up in a circular sort of fashion (One of them even starts you next door to the A.I.). Finding a corner to dig into was pretty much impossible. I still think your strategy might work, but a map as small as the ones I used certainly seem to be a different kind of game.
I'll take two!
[quote]READ THE FRONT OF THE BOX!!!!!! REAL TIME STRATEGY!!!!! [/quote] I've also noticed that the coverage in some of the print mags has been a little confusing. Gameinformer's preview of Sins left me wondering just what kind of a game it was. Since playing the game I have to say that it kind of defies description. I want to call it an rts but its not; I want to call it a 4X game but its not. It really is a weird mash up of the two genres. I have to say that
Bump. Good job with the game guys. chaintm - I will have to try your camping method. So far I have been beaten twice by the AI on small 1v1 maps. I would imagine that small maps play much different than larger ones.
First I have to say this is a very interesting game. Next, I must admit that I suck! So far I've played 2 games against an easy AI on a 1v1 map and basically got trashed twice (although I think I was doing better the second time :NOTSURE: ). There is definitely a lot to learn. The game seems to be mostly RTSey, with a more complex economy and research tree. I seem to be missing something about getting my economy up and running. The AI seems to produce WAY more ships than I do. Mayb