Seems like it was last updated in 2008. It is a bit light in content.
By the way, I suppose that with the new technologies available with the expansion, you need to do new researches and to build more defensive structures.
Does the pace of the game suffer? Does it take longer to get to the endgame?
Korlash on
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Lost CanuckWorld's Greatest Escape ArtistDoctor Vundabar's Murder MachineRegistered Userregular
I think its pretty awesome that the AI now surrenders when its obvious its screwed. I was playing a 4 player game and it was down to me and one AI player when I jumped 2 fleets into his home gravity well from 2 different directions and he surrendered.
The starbases are also really slick. Once upgraded you can leave one to babysit a choke point and not have to worry too much about it. Watching a death star melt 3 capital ships in less than 60 seconds is great.
That's an excellent question. I'm not especially great at this game, but damn would it be fun to play against some human opponents. My only worry is that the game would take hours to complete.
we played a few weeks ago; I guess it was pretty active shortly after launch last year.
But yeah, I'd be up for a game if someone scheduled something.
How long did the massive game take? I do warn that if things start taking too long, I'd be increasingly prone to do a massive suicide charge that would wipe out my own empire in the process. :P
I think once we started it only lasted ~2 hours. But people dropped fairly early, either having to go elsewhere or just assuming they were screwed and bailed.
there were 6 of us.
I personally am not a fan of just dropping when it looks bad. Of course I don't think that people need to fight to the last man, but don't just drop because you have a planet that is getting murdered. Bolster your defense elsewhere, take your loss and carry on.
I think once we started it only lasted ~2 hours. But people dropped fairly early, either having to go elsewhere or just assuming they were screwed and bailed.
there were 6 of us.
I personally am not a fan of just dropping when it looks bad. Of course I don't think that people need to fight to the last man, but don't just drop because you have a planet that is getting murdered. Bolster your defense elsewhere, take your loss and carry on.
But whatever. Everyone plays their own way.
Oh, don't worry about that. If things were looking completely grim in a multiplayer match I'd just try to go out in a blaze of glory.
Well, in the spirit of showing how damn spectacular Sins of a Solar Empire can look, here's a screenshot from a recent game. Nothing like a little beam spam to brighten up your day!
I like to focus on a fighter or bomber during big skirmishes. It makes the whole thing seem more action-packed even though it's really just a matter of perspective.
But it really gets you in there with missiles and lasers going all around you.
Entrenchment is great. The stability issues it seems to have introduced really aren't. I've gone from never, ever crashing to manically saving every 5 minutes in fear of another CTD.
Been a while since anyone posted in this thread, but as I only recently picked up the game I though perhaps more people would be interested in learning that you can pick it up, with the Entrenchment expansion, for $29.99 on Impulse until July 6th. Been playing SP (many hours have been lost, and I've loved every minute of it) since I got it, but hopefully by the time I feel familiar enough with the game to jump online there will be some PA people to play with
I'm not sure what the point of introducing the anti-structure cruisers was. The entire purpose of building and upgrading a starbase is because it's going to be hard to destroy by an enemy fleet. It's meant to defend your system for a significant amount of time, until your fleet can arrive. Yet all they have to do is build 8-10 anti-structure cruisers to waste your starbase in short order, while also spending much lower resources.
And of course, the anti-structure cruisers themselves look ridiculous. Take the TEC one for example, it's launching gigantic missiles that seem to take up the entirety of its launch bays. Kinda reminds me of the Timber Wolf OmniMech's LRM20 racks from BattleTech. Well, where are the reloads for these missiles? How can the ship fire off more then one volley? Shouldn't it require a resupply ship after emptying its bays? Ya know, like modern MLRSs?
I'm not sure what the point of introducing the anti-structure cruisers was. The entire purpose of building and upgrading a starbase is because it's going to be hard to destroy by an enemy fleet. It's meant to defend your system for a significant amount of time, until your fleet can arrive. Yet all they have to do is build 8-10 anti-structure cruisers to waste your starbase in short order, while also spending much lower resources.
And of course, the anti-structure cruisers themselves look ridiculous. Take the TEC one for example, it's launching gigantic missiles that seem to take up the entirety of its launch bays. Kinda reminds me of the Timber Wolf OmniMech's LRM20 racks from BattleTech. Well, where are the reloads for these missiles? How can the ship fire off more then one volley? Shouldn't it require a resupply ship after emptying its bays? Ya know, like modern MLRSs?
Considering the speed of those torpedo cruisers (in the case of TEC, I haven't played the others yet) you shouldn't have that much trouble destroying them quickly before they take out a upgraded starbase (some well placed mines and bombers are quite effective), unless they are really well protected of course. Then again, I'm still fairly new to the game so what do I know...after all, it's in MP against human opponents such problems really reveal themselves.
As for the look of them, I see your point but it doesn't bother me personally. I mean, this is something you could say for a lot of units in just about any strategy game. In any case, it makes them easy to spot and considering the punch they pack, this isn't such a bad thing.
I was thinking of picking this up, since its on sale, but first I was hoping for a little more info on how it played, since there isn't a demo and the website didn't help out a lot. Does it play a little like Sword of the Stars? Homeworld? Master of Orion? I'm curious.
I was thinking of picking this up, since its on sale, but first I was hoping for a little more info on how it played, since there isn't a demo and the website didn't help out a lot. Does it play a little like Sword of the Stars? Homeworld? Master of Orion? I'm curious.
A little bit of SotS and Homeworld perhaps...but it doesn't really play all that much like any of them. Grabbing the previously posted demo probably wouldn't be a bad idea, even if the game has been tweaked and improved a lot since it first was released (I would expect the demo to not be of a recent build).
It's not of a recent build. And iirc you can only play as TEC, and there's been a ton of balance/research changes, but it is still the same core gameplay.
The anti-structure cruisers have never given me much trouble as Advent. I generally have so many fighter squadrons available that I can just selectively destroy them before my starbase is in serious trouble. You've got to realise that the anti-structure cruisers are incredibly fragile.
How many fighters do you have? I've settled into building 8 fighter squadrons from the hangar bays, 8 fighter squadrons from the Starbase, and a whole crapload of gauss turrets to fill up the tactical slots.
I also picked this up due to the sale after mucking around with the Demo for a while. Can I put Impulse and Sins on both my Computers and then play via LAN?
Anybody else think the new proximity mines are awesome? I do. They take really big chunks out of incoming fleets. The only problem is, the warp-in points aren't exactly easy to discern. Like, there's the phase line that connects the other system to yours, but placing a minefield right on the line is dumb, because the other fleet usually warps on at a 30-40% angle to it. So I've been placing minefields in a big arc.
I also picked this up due to the sale after mucking around with the Demo for a while. Can I put Impulse and Sins on both my Computers and then play via LAN?
Absolutely, you should have no problems doing that.
Anybody else think the new proximity mines are awesome? I do. They take really big chunks out of incoming fleets. The only problem is, the warp-in points aren't exactly easy to discern. Like, there's the phase line that connects the other system to yours, but placing a minefield right on the line is dumb, because the other fleet usually warps on at a 30-40% angle to it. So I've been placing minefields in a big arc.
Yeah, the mines do a great job of softening up incoming fleets. I usually do the same, place mines in arcs on sides with lines. Enemies can still manage to avoid them seeing as where you "land" depends on what part of the gravity well you start from (send a scout in first to survey the area, then use this info to start your phase jump from a good spot to avoid jumping right into a minefield), but even if they do you can still use the mines to funnel enemies in exactly where you want them
How many fighters do you have? I've settled into building 8 fighter squadrons from the hangar bays, 8 fighter squadrons from the Starbase, and a whole crapload of gauss turrets to fill up the tactical slots.
I generally have absurd amounts of fighter squadrons. 21 or so from hangars and an additional 20 or so from the starbase. They make absolute mincemeat of anti-structure cruisers.
That being said, you could probably still do well with far fewer fighter squadrons.
I also picked this up due to the sale after mucking around with the Demo for a while. Can I put Impulse and Sins on both my Computers and then play via LAN?
Absolutely, you should have no problems doing that.
Hot diggity damn. Haegemonia has been a Lan favourite amongst my friends so I think Sins will go down well.
I also picked this up due to the sale after mucking around with the Demo for a while. Can I put Impulse and Sins on both my Computers and then play via LAN?
Absolutely, you should have no problems doing that.
Hot diggity damn. Haegemonia has been a Lan favourite amongst my friends so I think Sins will go down well.
Haegemonia...that game from the Imperium Galactica 2 guys? Never did get around to playing it, but I absolutely loved IG2!
By the way, I managed to dig up the Sins of a Solar Empire devs stance on LAN gaming, with a single copy:
For LAN usage, we're planning on a 1:2 ratio (1 serial for every 2 PCs on the network). The game will detect if you go over this and ask you to provide another serial if this is the case. You won't need to be connected to the Internet for LAN-only games (activation still applies, however, hence #1).
Haegemonia was pretty fun. In a lot of ways it's quite similar to Sins, but with "open" star systems instead of being restricted to galaxy wells, less ship types, prettier explosions and generally being more complicated.
I should try Hegemonia again. I checked it out shortly after launch and I dunno if was my system just not able to handle it or me not in the right frame of mind for that type of game (or looking for something more akin to Homeworld and not a 4X), or a combination of the above, but it just didn't do anything for me.
It's on GOG for 10 Bucks. It's easily worth that. I had a lot of fun with it, but after a while the lack of content becomes apparent. There's a lot to research sure, but when you only have about 4 basic ship designs it can get rather samey.
WARNING: This update will invalidate existing save games.
Gameplay / Balance:
* All Factions -
o Fixed bug where purchasing capital ship levels would give you a refund.
o AntiMedium damage type's modifier vs. Medium armor reduced from 150% to 133%.
o AntiVeryLight DamageType's modifier vs VeryLight armor reduced from 150% to 133%
o Cruiser carrier strikecraft build rate penalty when enemies are in the gravity well reduced from 15% to 10% (Entrenchment Only).
o Reworked the tactical targeting AI to make smarter range targeting decisions (this is particularly prominent when putting short-range ships against long-range ships, such as Heavies vs. LRMs). (Entrenchment Only)
o Starbases now account for their deployment cost when determining their refund value. (Entrenchment Only)
* TEC Faction -
o Kol Battleship:
+ Gauss Railgun range increased from 5,000 to 6,500. (Entrenchment Only)
+ Gauss Railgun damage increased from 300/550/800 to 325/650/975. (Entrenchment Only)
+ Gauss Railgun now also debuffs the target, reducing its max movement speed by 50% for 10 seconds. (Entrenchment Only)
o Akkan Battlecruiser:
+ Colonize is now guaranteed to spawn its listed number of resource extractors, subject to that many unoccupied resource asteroids being available.
+ Colonize now grants 1/2/3 free resource extractors instead of 0/1/2.
+ Colonize now also increases resource extraction rate of that player's extractors at that planet by 33%/66%/100% for 360 seconds. (Entrenchment Only)
o Sova Carrier:
+ Fixed bug with Embargo that caused it to not block cargo ship jumps at levels 2 and 3.
+ Rapid Manufacturing duration increased from 45 to 90 seconds.
+ Rapid Manufacturing cooldown increased from 120 to 180 seconds.
+ Rapid Manufacturing orbit body's ship and structure build rate bonus increased from 30% to 300%.
+ Now starts with three squadrons and tops out at eight at max level.
+ Heavy Strike Craft armor bonus increased from 1/2/3 to 2/3.5/5.
+ Heavy Strike Craft damage bonus increased from 10/20/30 to 12/24/36.
+ Missile Batteries antimatter cost reduced from 125 to 70.
+ Missile Batteries cooldown reduced from 50 to 35.
o Dunov Battlecruiser:
+ Magnetize now interrupts abilities that are being channeled.
+ Shield Restore description amended to remove implied secondary effect.
+ EMP Charge now no longer requires the ship to be facing its target before it can be fired.
o Cobalt Light Frigate:
+ Max hull points increased from 600 to 635.
+ Max shield points increased from 350 to 370.
+ Max speed increased from 800 to 825.
+ Turn rate increased from 3.3 to 3.7.
+ Sabotage Reactor range increased from 5,000 to 6,000.
o Krosov Siege Frigate:
+ Fleet supply cost reduced from 14 to 12.
+ Hit points increased from 450 to 510.
+ Shield points increased from 225 to 255.
+ Planet bombing damage increased from 21 to 25. (Original Sins Only)
+ Planet bombing damage increased from 21 to 31. (Entrenchment Only)
+ Heavy Fallout is now an activatable ability with autocast that can now be toggled on or off, and has a cooldown of 15 seconds. (Entrenchment Only)
+ Heavy Fallout population growth reduced from -30% to -8%. (Entrenchment Only)
+ Heavy Fallout now stacks up to 10 times. (Entrenchment Only)
o Kodiak Heavy Cruiser:
+ Weapon range increased from 2,750 to 3,150.
o Proximity Mines (Entrenchment Only):
+ Build cost reduced from 640/160/65 to 510/130/55.
+ Fixed bug that caused Proximity Mines to erroneously affect the end of game stats.
o Javelis LRM
+ Fixed bug with Cluster Warheads which severely impacted its utility.
* Advent Faction -
o Halcyon Carrier:
+ Adept Drone Anima reworked - now grants 1/2/3 extra squadrons instead of 1/2/3 extra strikecraft per squadron.
+ Now starts with three squadrons and tops out at eight max level.
+ Anima Tempest reworked - now spawns 60 strikecraft (increased from 30) and all its strikecraft gain a 25% increased chance to dodge for 75 seconds. (Entrenchment Only)
o Rapture Battlecruiser:
+ Fixed Domination so that ship counts in stats are properly changed when this ability is used.
o Revelation Battlecruiser:
+ It is now possible to attack targets affected by Reverie.
+ Clairvoyance cooldown changed from 20/15/10 to 15/15/15.
+ Clairvoyance duration increased from 50/100/150 to 90/120/150.
+ Clairvoyance antimatter cost reduced from 80/70/60 to 70/60/50.
+ Guidance can now only be cast on ships with abilities that have cooldowns. (Entrenchment Only)
+ Guidance autocast now only selects targets with abilities that are presently cooling down. (Entrenchment Only)
o Disciple Vessel:
+ Max hull points increased from 400 to 425.
+ Max shield points increaesd from 425 to 450.
+ Max speed increased from 800 to 825.
+ Turn rate increased from 3.3 to 3.7.
+ Steal Antimatter range increased from 3,000 to 6,000.
o Purge Vessel:
+ Build cost reduced from 730/100/80 to 630/90/75.
+ Fleet supply cost reduced from 14 to 12.
+ Max hull points increased from 385 to 435.
+ Max shield points increased from 300 to 340.
+ Planet bombing damage increased from 21 to 25. (Original Sins)
+ Planet bombing damage increased from 21 to 31. (Entrenchment Only)
o Iconus Guardian:
+ Repulsion cooldown increased from 8 to 20 seconds.
+ Repulsion activation cost increased from 20 to 90 antimatter.
+ Repulsion antimatter usage rate reduced from 6 to 4 per second.
o Domina Subjugator:
+ Turn rate increased from 1.65 to 2.25.
o Destra Crusader:
+ Weapon range increased from 2,750 to 3,150.
o Solanus Adjudicator (Entrenchment Only):
+ Damage increased from 55 to 60.
+ Hull points increased from 860 to 980.
+ Shield points increased from 490 to 560.
+ Build cost reduced from 1,210/235/160 to 1,050/175/140.
o Homing Mines (Entrenchment Only):
+ Deployment cost reduced from 660/150/80 to 530/120/65.
o Advent Deliverance Engine:
+ Reworked buff to avoid very bad slowdowns when multiple shots were fired at one planet.
* Vasari Faction -
o Kortul Devastator:
+ Power Surge reworked - now restores 25/35/45 shield points per second instead of boosting shield regeneration rates 75%/150%/225%. Attack rate bonus is unchanged.
+ Disruptive Strikes may now be triggered by its pulse beam weapons.
+ Disruptive Strikes chance to be applied per attack reduced from 35% to 25%.
+ Disruptive Strikes antimatter removed increased from 10/20/30 to 12/24/36.
+ Disruptive Strikes ability cooldown rate penalty increased from 15%/30%/45% to 16.7%/33.3%/50%.
+ Disruptive Strikes now acts as an interrupt.
+ Jam Weapons reworked - enemy fighters that move within range of the Devastator while Jam Weapons is active will have their weapons disabled. Previously only those fighters that were within range at the moment Jam Weapons was triggered would have their weapons disabled for 30 seconds. (Entrenchment Only)
+ Jam Weapons range changed from 3,500/5,000/7,000 to 4,500/5,500/6,500. (Entrenchment Only)
+ Jam Weapons cooldown changed from 15/15/15 to 40/35/30 seconds. (Entrenchment Only)
+ Jam Weapons duration reduced from 30 seconds to 20 seconds. (Entrenchment Only)
o Skirantra Carrier:
+ Now starts with three squadrons and tops out at eight at max level.
+ Scramble Bombers antimatter cost reduced from 80/65/50 to 50/40/30.
+ Scramble Bombers cooldown reduced from 60/50/40 to 40/30/20.
o Jarrasul Transport:
+ Nano-Disassembler armor modifier reduced from -2/-4/-6 to -1.5/-3/-4.5.
+ Nano-Disassembler damage rate reduced from 30 to 25 hull points per second.
+ Nano-Disassembler duration increased from 20/30/40 to 25/35/45.
o Antorak Marauder:
+ Distort Gravity now grants an increase to turn rate of 25%/50%/75% in addition to its other effects.
+ Phase Out Hull reworked - in addition to its existing effect, it now deals 200 shield damage to enemy targets or restore 200 shield points to friendly targets upon their return from phase space. (Entrenchment Only)
o Vulkoras Desolator:
+ Deploy Siege Platform cooldown reduced from 55 to 20.
+ Deploy Siege Platform antimatter cost reduced from 100 to 35.
+ Deploy Siege Platform spawned platform duration reduced from 180 to 65.
+ Disintegration reworked to harm the hull, shields and antimatter of the target while restoring the Desolator - (Entrenchment Only)
# Deals 150 damage per second to hull only. (Entrenchment Only)
# Deals 150 damage per second to shields only. (Entrenchment Only)
# Depletes 20 antimatter per second on the target. (Entrenchment Only)
# Restores 120 hull points per second. (Entrenchment Only)
# Restores 120 shield points per second. (Entrenchment Only)
# Restores 15 antimatter per second. (Entrenchment Only)
o Ravastra Skirmisher:
+ Max hull points increased from 700 to 740.
+ Max shield points increaesd from 440 to 465.
+ Max speed increased from 800 to 825.
+ Turn rate increased from 3.3 to 3.7.
+ Interference range increased from 5,000 to 6,000.
+ Reintegration duration reduced from 40 to 20 seconds.
+ Reintegration repair rate increased from 8/12 to 16/24 hull points per second.
+ Reintegration cooldown reduced from 75 to 60 seconds.
o Karrastras Destructor:
+ Fleet supply cost reduced from 14 to 12.
+ Max hull points increased from 420 to 475.
+ Max shield points increased from 255 to 285.
+ Planet bombing damage increased from 23 to 27. (Original Sins)
+ Planet bombing damage increased from 23 to 33. (Entrenchment Only)
o Serevun Overseer:
+ Turn rate increased from 1.65 to 2.25.
o Stilakus Subverter:
+ Distortion Field range increased from 6,000 to 8,000.
+ Distortion Field antimatter cost reduced from 150 to 130.
+ Turn rate increased from 1.65 to 2.25.
+ Disrupt Shields can now target structures and starbases. (Entrenchment Only)
o Skarovas Enforcer:
+ Weapon range increased from 2,750 to 3,150.
+ Reintegration duration reduced from 40 to 20 seconds.
+ Reintegration repair rate increased from 12/18 to 24/36 hull points per second.
+ Reintegration cooldown reduced from 75 to 60 seconds.
o Vasari Hangar Platform:
+ Phasic Trap now works and has increased range and duration after further research upgrades. (Entrenchment Only)
o Sivuskras Ruiner (Entrenchment Only):
+ Mine deployment costs reduced from 710/170/85 to 570/135/70.
o Lasurak Transporter
+ Adjusted linear velocity to 450 (mistake from previous patch).
o Kanrak Assailant
-Fixed bug with Charged Missiles which severely impacted its utility.
Graphics and Effects:
* New skybox! Blair's favorite!!! (Actually, it isn't new, but up until this point it was only used in screenshots. There was a bug in the data referencing that kept it from being selected in-game until now.)
Sound / Music:
* Sound Fixes -
o AnimaTempest
o EMPBlast
o ReactiveNaniteArmor
o NanoHullRepair
User Interface / HUD:
* Amended descriptions for research labs.
Modding:
* Now shows error message with info when textures don't match up to make it easier for modders to track down the offending textures and what is wrong with them.
* New BonusMaxSquads buff modifier type.
* Revised random name generation of capital ships and starbases to use string prefixes defined in player entities directly rather than a prefix type. (This allows modders to have custom names per faction) (Entrenchment Only)
* Fixed bug where spawning too many pirates would cause a crash. Spawn ship info with count instead of just raw entitydefnames. (Entrenchment Only)
* New BuffInstantActionType::ApplyBuffToSelfWithFilter. (Entrenchment Only)
* Fixed bug with renderShield option not working. (Entrenchment Only)
Misc:
* Optimized various situations that could occur late game and slow the game down unnecessarily.
* Fixed crash if autorecord.cache is somehow set to read-only.
* Fixed corrupt save game bug.
* Fixed potential graphics crash. Updated shaders so they're not broken by the March 2009 DirectX.
* Fixed various rare crash bugs.
Posts
Game won a LOT of awards this year, is pretty cheap, and is absolutely excellent. www.sinsofasolarempire.com
Seems like it was last updated in 2008. It is a bit light in content.
By the way, I suppose that with the new technologies available with the expansion, you need to do new researches and to build more defensive structures.
Does the pace of the game suffer? Does it take longer to get to the endgame?
Nintendo Switch friend code: SW-4012-4821-3053
Nintendo Switch friend code: SW-4012-4821-3053
Well, for me anyway.
Who wants to get some Sins on during the week?
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
The starbases are also really slick. Once upgraded you can leave one to babysit a choke point and not have to worry too much about it. Watching a death star melt 3 capital ships in less than 60 seconds is great.
I have the most recent patch according to impulse, so is entrenchment required now to play online?
edit: nevermind, an update has now appeared in my impulse. I'm pathetic :P
Gamertag(SSF4/MW2)StokedAidzzzSC2 ID Stoked.655
Uploaded SC2 Replays
But yeah, I'd be up for a game if someone scheduled something.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
How long did the massive game take? I do warn that if things start taking too long, I'd be increasingly prone to do a massive suicide charge that would wipe out my own empire in the process. :P
there were 6 of us.
I personally am not a fan of just dropping when it looks bad. Of course I don't think that people need to fight to the last man, but don't just drop because you have a planet that is getting murdered. Bolster your defense elsewhere, take your loss and carry on.
But whatever. Everyone plays their own way.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Oh, don't worry about that. If things were looking completely grim in a multiplayer match I'd just try to go out in a blaze of glory.
But it really gets you in there with missiles and lasers going all around you.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
And of course, the anti-structure cruisers themselves look ridiculous. Take the TEC one for example, it's launching gigantic missiles that seem to take up the entirety of its launch bays. Kinda reminds me of the Timber Wolf OmniMech's LRM20 racks from BattleTech. Well, where are the reloads for these missiles? How can the ship fire off more then one volley? Shouldn't it require a resupply ship after emptying its bays? Ya know, like modern MLRSs?
Considering the speed of those torpedo cruisers (in the case of TEC, I haven't played the others yet) you shouldn't have that much trouble destroying them quickly before they take out a upgraded starbase (some well placed mines and bombers are quite effective), unless they are really well protected of course. Then again, I'm still fairly new to the game so what do I know...after all, it's in MP against human opponents such problems really reveal themselves.
As for the look of them, I see your point but it doesn't bother me personally. I mean, this is something you could say for a lot of units in just about any strategy game. In any case, it makes them easy to spot and considering the punch they pack, this isn't such a bad thing.
http://www.filefront.com/Sins+of+a+Solar+Empire+Demo/;9861753;/fileinfo.html
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
A little bit of SotS and Homeworld perhaps...but it doesn't really play all that much like any of them. Grabbing the previously posted demo probably wouldn't be a bad idea, even if the game has been tweaked and improved a lot since it first was released (I would expect the demo to not be of a recent build).
By the way, in case you can't find the bundle deal on Impulse (for me it only shows if I search in the Impulse client, not on impulsedriven.com), here's the link: https://store.stardock.com/cart.aspx?add&theme=impulse&productid=ESD-IMP-W250
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Absolutely, you should have no problems doing that.
Yeah, the mines do a great job of softening up incoming fleets. I usually do the same, place mines in arcs on sides with lines. Enemies can still manage to avoid them seeing as where you "land" depends on what part of the gravity well you start from (send a scout in first to survey the area, then use this info to start your phase jump from a good spot to avoid jumping right into a minefield), but even if they do you can still use the mines to funnel enemies in exactly where you want them
I generally have absurd amounts of fighter squadrons. 21 or so from hangars and an additional 20 or so from the starbase. They make absolute mincemeat of anti-structure cruisers.
That being said, you could probably still do well with far fewer fighter squadrons.
Hot diggity damn. Haegemonia has been a Lan favourite amongst my friends so I think Sins will go down well.
Haegemonia...that game from the Imperium Galactica 2 guys? Never did get around to playing it, but I absolutely loved IG2!
By the way, I managed to dig up the Sins of a Solar Empire devs stance on LAN gaming, with a single copy: http://forums.sinsofasolarempire.com/162389/page/1/#1438843
Thanks for the LAN info.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Sins: Diplomacy is open for pre-order. I'm not sure if that puts you in the beta at this time but I'm sure it will eventually.
* New Relations System
* New Diplomatic Technology Tree
* Interstellar Negotiation and Treaties
* New Diplomatic Envoy Ships
Also balance/bug fix patch coming next week. http://forums.sinsofasolarempire.com/364878/
Changes spoiled for huge:
The patch is ludicrously huge though. It's kind of cool to see them so willing to change the game to such a significant extent.
I had no idea what I was doing half of the time.... but I had a blast.