Getting the same issue :( [quote who="Demonlord09" reply="6" id="2503108"]As embarassing as it is to say this, I have pre-ordered Sins of a Solar Empire: Diplomacy and I have not been able to get ahold of the Beta Versions. Can someone give me a hand? Thanks for your help![/quote] Did you "show alpha/pre-release versions" in general preferences of impulse?
whiterabbit007
[quote]And you, with your extensive knowledge of game development, are certain of that?[/quote] Actually I am a programmer, and while I'm not involved in game development right now, I have worked on multiple game projects in the past. I'm not saying it's easy, I'm saying it's not that hard, there's a difference. Sure it will take more time and people (and hence money) but it will be barely noticeable for such a large studio like LucasArts. [quote]What makes you think that?[/quote]<b
[quote]I would also like to point something out: The Force Unleashed is not a PC game. That is, it is not in a genre that has ever done well on PCs: third-person action.[/quote] Tomb Raider. Max Payne. In any case, stop making excuses for them. It's not that hard to do and as far as economic confederations - you know very well that it's not like they're going to go poor if they spend money on making a PC version of the game. Even with the lower revenues from PC market they'll still
They're just too lazy to bother with a market that they feel will not bring them enough cash. No worries, in a couple of years when even an entry level rig can wipe the floor with a PS3 they'll remember to develop games for it... and also all the "pc gaming is dead" threads will disappear. [quote]This is as pathetic as Crytek whining about piracy for poor sales of "Crysis". Yeah, sure it had nothing to do with the ridiculous system requirements locking out 90% of PC owners. (God knows I
I might be the "joy buster" here, but honestly, if you look through the list of games you can get now and none of them make you go "oooh! i gotta get that!" then you shouldn't buy anything. Having said that, you could try going through bargain bins (not necessarily literally) to look for missed gems - you know, the ones you didn't get for one reason or another when they came out, but always wanted to try. They won't always turn out to be as good as you thought but chances are you'll als
LOL redwing what have you done!? You turned this dead thread into a zombie, it is now destined to continue forever repeating the same points again and again for all eternity... this is truly hell for threads :D
@Tridus: That was exactly the kinda breakdown I needed, very helpful, thank you :CONGRAT:
This is a good thread. I have a question about refineries. Should I build refineries on adjacent planets? I mean if a refinery uses resource extractors around its planet (A) and the adjacent ones (B and C), does it mean that if I build another refinery on B it would take over the resources around B (i.e. refinery around A won't use them anymore) and then the total output will stay the same?
I have to disagree with the OP. As far as variety of planets goes, that's a balance issue and complexity issue. It's always easy to say, after the game is released, more should've been included, but you have to remember that developers have to consider time and money, as well as fun and variety - sometimes sacrifices have to be made. And all those extra planets, are they really balanced? I mean maybe the couple of hundred people that downloaded the mod find them just fine, but what wou
Well, not as earth shattering as was hyped but intriguing nonetheless. Demigod looks very interesting so far, and Impulse, well, given previous Stardock products it's bound to be the most user friendly service of its kind, albeit not the most original one.
Stardock buys out Steam and kills its DRM crap, it then merges the best of stardock central and steam client... I can dream can't I :)
Are u using focused fire? 'Cos I never had trouble w/ those guys, whenever I see alot of 'em in an enemy fleet I know I'm gonna have an easy time.
Has anyone ever considered that maybe the AI runs away so much because it's smart enough to realize that it's not smart enough to defeat a human opponent? ;)
I have to totally agree with Rickder19 here. Not only do units but everything else stinks of WC3. I mean just look at the mouse controls - you click to select units and you click and drag to select multiple ones - where does Sins get off so blatantly ripping off Warcraft?! And don't even get me started on keyboard shortrcuts - F10 to call up the main menu - that's exactly the same as in every warcraft game! I understand copying a feature or two, I mean if something's done right then it
[quote]Just because they're asexual doesn't mean they don't have defining characteristics anymore. Males would still be the heavier and distinguishable, while females would retain their slender form and a more "refined" facial structure with prominent cheek bones, etc.[/quote] That's of course under the assumption that the differences between the male and the female form in the Vasari follow the same rules as in Humans. However, given their somewhat insectoid look it's entirely possible that
Also, double check that they have their aggression radius set to entire gravity well, can't remember what it's called but it's in fleet management.
I like most of the changes, but what's with the increase of siege frigate supply cost?? Even at 12 already it's a pain to get a decent siege force in early game, and with the cost now up to 15 it's gonna take twice as long to conquer a planet.
The game looks awesome with this mod! Great job bailknight! Even with small fleets the battles looks so much more impressive, I can't wait to see the really epic battles.
When you have several ships selected they have these semi-transparent white circles around them, right. Well one of these will be more opaque (i.e. whiter looking), that's the "leader" - so if you don't have a fleet yet created, that's the guy that's going to be the fleet leader. You can switch the leader ship (before creating the fleet) by pressing shift+tab (I think, it was in tutorials, can't remember 100%). I haven't tried it but it's possible that even if it's already a fleet you can switch
While I agree with his general idea, I disagree with a few specific points. 1) Cutting edge graphics - it's not good when everyone and their mother are trying to make games that require quad CPUs with SLI graphics card to run at 30fps, especially when a lot of those games are crappy to begin with and try to cover that up with pretty graphics. However, that doesn't mean that every game should cater to the common denominator (talking only graphics here). There should be a few games that p
[quote]TEC + Economist = Pirate Raid Hell[/quote] Haha, that could very well be the case. [quote]Doesn't aggressive AI just spam cobalts? How challenging is that? I think the defensive AI spams the support vessel (repair cruiser), which is pretty bad too. The research AI probably offers the most challenge, with the most variety in unit selection.[/quote] I remember in one game I had Advent set on aggressive and they attacked me with a cap ship with a decent number of disciples,
[quote]I can never tell the difference when playing random. They all run away and their worlds burn all the same.[/quote] Yeah I noticed that as well. It's funny because when I manually set the AI personalities I notice the differences, at least somewhat, but when using random they all seem completely the same. So either they "randomly" set themselves to the same personality or it's a psychological effect - i.e. when I know they're different I see that better :) [quote]I'll jsut igv
I pretty much realized that they weren't a proper extra civ in the game as soon as I saw their outpost, it doesn't really bother me but I do think it'd be much cooler if pirates function similarly to how a proper civ works. Obviously it can't be a full fledged civ - they don't occupy planets, they don't do research, but like AstralRunner pointed out, if at least they produced ships like everybody else. They could have 3 or 4 frigate factories, and they constantly produce more ships, and once the
So there's aggressive, defensive, economist and researcher (i think i got it right) - based on your play which ones seem harder to you? Also, I'm curious if anyone found that matching a personality to the strenghts of the race helps making it a bit harder as well. I'm thinking for my next game I'll have at least one of each race and match them to what I see as their strengths. So TEC would use economist AI, Advent will use defensive, and Vasari aggressive AI. Of course it's possible that
[quote]No it just uses more subroutines, and tries to be smarter. Also there are AI personalities, so your experience may vary![/quote] Well AI personalities are a separate issue. I guess then I can probably assume that the AI doesn't get any "flat" bonuses, though I wish somebody could give a somewhat more definitive answer :)