If you want the Sins AI to be a challenge, don't read the forums or ask for advice, because as soon as you understand the game and learn a few key tips, you will absolutely wreck the AI... GC3 has significantly better SP experience and you can expect the AI to improve dramatically in the future, something that you won't see with Sins....Sins is a streamlined game with a clear cut counter system that facilitates a strong MP experience -- it lacks the depth to give the player th
Seleuceia
The original modifier that did not require a phase node to jump a starbase is still in the game. No need to spawn an unnecessary phase node, just change "StarBasesCanHyperspaceOnlyToPhaseNodes" to "StarBasesCanHyperspace" in the RESEARCHSUBJECT_STARBASE_MOBILIZATION.entity file (it's located in one of the lines near the end)...
The issue is not the game engine nor is it your hardware, Windows 10 has issues getting along with NVIDIA cards and is affecting a slew of games....one thing you can try that might help is to completely uninstall your graphics card driver, restart, and then let windows update find the driver....it likely won't be the latest driver and probably wont' include GeForce experience but for some people it is a version that at least works...
I think this is a really promising feature that is akin to many of the quantities/variables you see in Paradox strategy games...while it is not perfect representation of reality, it is an excellent abstraction that captures the essence of the inefficiency that would result from such specialization...
I would agree with that logic, the ship in and of itself does not need settlers in order to fly through space, only to perform the colonization function. That begs the question though why you can't launch one with no population that is within 6 hexes of a planet.
Exploits are "strategies" that were not intended by the game designer and completely nullify strategies that were intended by the game designer. It's perfectly fine for players to discover a strategy that the game designers did not think of or foresee. However, when such strategies allow players to circumvent or bypass certain game mechanics that were put there for a reason, then you have an exploit. An example is the ability to upgrade a constructor
From a lore perspective I don't think the Altarians should even have the entertainment centers and stadiums...there simply is no reason to have 2 lines of moral buildings, give them the unique healing pools they are supposed to have and leave it at that....
I just finished a game on insane map size with everything set to rare. Maybe I'm just weird but rare to me means you don't see very many of them, but there are at least some . This, unfortunately, didn't seem to be the case. I had about half of the galaxy explored and owned about a fifth of the map. I saw about 5 or so sources of thulium, which is about what I'd expect for setting resources to rare. However, I didn't s
It seems you can't have more than 2 textures per emitter in particles without getting an error....can anyone confirm or is there something else at play?
I've given the issue a lot of thought, even considered starting my own thread....I think I'll just sum up my main thoughts on this... I don't like how impactful this is early game, regardless of map size -- there is no reason not to just build scouts filled with sensors and rush the movement speed techs....there no longer is any strategy or alternatives in early exploration, it's pretty much set how it's best to explore and there is no real decision-making or alter
Let's assume that the tiny ships you are using still have a hull size of 25 (so no ship capacity increases). I'm also going to be using the Terran tech tree though in this regard most tech trees are similar. The late game subspace sensor has a range of 6 and a mass of 14...there are 3 techs that also offer you a 20% reduction in sensor module mass, for a total of 60%. So, that mass of 14 would only be 6 (5.6 I think rounds to 6 in this situation, correct me if I
Depending on how you look at it, it may be more to your benefit for them to colonize it...if you are in a dominant position and have strong influence, the planet will probably flip to you eventually, and you didn't have to spend time building a colony ship or moving population from a productive world....especially on a cramped map, it's better to use that first colonizer to go find that paradise planet and culture flip Mars later than to take Mars and possibly lose out on better plane
[quote who="DCvsMarvel" reply="11" id="3552071"] 11 - The greater the difference between FOOD and POPULATION = population growth? [/quote] I don't know if the growth depends on the current population or that difference, or if it is just constant...however, I do know that if you end up over the population (maybe food was destroyed or you transported population from another planet), it will decrease over time.... [quote]What is the +Military trait on a tile m
26 is highest I've seen in game...
I agree that surrendering should be an option...like galactic events, it is potentially high impact but also out of your control, both of which point to something that needs an on/off switch... It does seem that surrendering has some limitations....for example, the evil Drengin were able to surrender to the evil Yor in my last game, but when the Yor were almost beaten they didn't surrender, presumably because there was no one with the evil alignment (or friendly relations).....</p
[quote]-If just as a turn is ending you press and go into ideology, and I'm guessing other screens. It skips the global event that would have triggered. [/quote] I've had this occur as well, and I don't think it is just when a turn is ending....if multiple civilizations try to contact you sometimes only the last one will stay up and the first one(s) will just briefly flash...it's not consistent though because sometimes multiple ones will come up one after an
I don't think technology should be compared to ships....you may only be able to build one ship per shipyard per turn, but you can own multiple shipyards and can purchase ships at any time....technology on the other hand can only be done one at a time and cannot be rushed...
Bug -- you can have ships go outside their range by a tile or 2 if you are on the edge of their range and give them a move order to another tile on the edge of their range that requires them to "go around" an obstacle...also can occur if the "edge" has an angle in it that you order the ship to cross.... Bug -- Unless I'm mistaken, normal techs appear in the tech tree with sharp corners while specialization techs appear with rounded corners....this sometimes gets mixed up thou
[quote who="RSharaE" reply="9" id="3551277"] 10. Playing on an INSANE map, I can't get any Durantium or Elerium to spawn. I did fowtrans to be sure, and there is literally none in the entire galaxy. Tried it 3 times. Edit: I can't get Durantium or Elerium to spawn on any size galaxy now. I'm going to make a new thread for this issue, as it seems to be a big one. [/quote] I might be wrong on this but I think durantium can only appear in asteroids and elerium
Some of the Benevolent ideologies and anomaly bonuses also give lump sums of research...
This does not at all seem like a bug, it seems like a design feature to address the situation specifically brought up by the OP, when you are in the late game and have a bunch of low level techs still not researched....the idea of one tech per turn seems like a very arbitrary and unnecessary limit that penalizes you for playing well and having good research....considering this is exactly how it worked in GC2, I don't see how you can say that 1 tech per turn is "how the game was designed".
Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/Math/MathLibrary.h(624) ! IsNear( ( time0 - time1 ), 0.0f, 0.0001f ) This can pop up if both fullVisibilityDistance and fullAlphaDistance are equal to the same value in DustCloudDef....I would imagine that this error could pop up in similar situations where two values that represent different thresholds are not intended to be equal...
Game uses 2 cores I think, one for sound/music and one for everything else....in essence, one core...that might be why you see stuff on two cores instead of just one....
About the only thing I can think of that would make different spacing meaningful is LRM spam with cluster warheads, and that's a rare sight....