how good has fleet automation been developped? Even if micro-management is not required, do I still need to babysit a major fleet attacking a system?
Cikomyr
Hi there. It's been a long time since I downloaded my beta version of this game. I had a lot of fun with it, but there was one thing that nagged me during my games, and it was the poor AI of fleet management on the tactical level. My fleets were running like headless chicken in a mass of gauss cannons while not even using their long-range strike advantage. Now, I'm in the middle of a good game of X-Com, and I don't really dare downloading the most recent version of the game until I feel
Darn it, I am too late Well.. shoo then, I hope the game'll be good!
I know there are other threads for these ideas, but they are quite far away in the forum, and I dare no dabble in necrobloggancy, so I'll simply post my ideas here: There have been some (not-so-slight) complaints about the lack of fundemental difference between the TEC and the Vasuris gameplay, here are a few toughs: First, the axioms: 1) The Vasuris are on the more. They are fleeing, they do not settle in a peticular area of space for long 2) They are uber-advance
I always simply load my system with fighter bays, is that *that* bad?
The game itself is very good, very interesting. But there is something that simply overannoy me, it's the fleet AI's (when you let your fleet fight automaticly). For example, here is the ennemy's disposition of Gauss platform: __________________x_____________x ____________x ________________________x_____________x ________________x_______________x ______________________x______x (the Xs are the Gauss Cannon) My jump-in
In a game like SW:EaW every shot fired by a ship is exactly that a shot. God I hate trying to shot down a correlian gunship with Destroyers. These things just zoom around, dodging everything you throw at them. As opposed to seeing warp in a Nebulon Frigate, which get clobbered and killed in about half a second.
The one running out of resources first is the one that loses. So manage your economy well. I usually use LRM to destroy the opponent's mining facilities early, in order to cripple his. I would use fighters, but I find them too effective against gauss cannons
Hmm.. After 5 crashes, I threw the towel, and went to play SW Battleground for a little bit, and then tried again. And it worked.. Well, maybe SW Battleground is the problem to my bug?
DXDiag, coming up! I did not changed resolution, or had any chance to push more button than one... ------------------ System Information ------------------ Time of this report: 9/25/2007, 21:59:35 Machine name: USER-70B87C51C7 Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.070227-2254) Language: English (Regional Setting: English) System Manufacturer: ASUSTek Computer INC.
Hi there, just downloaded it. Opened it 2 times. The first one crashed after about half a second, and the other time, it was after I opened the Single Player menu. The screens gain some smalls yellows snow that covers it, and mouse/keyboard becomes innefective. I have a regular (but quite recent) computer. Dual core, Nvidia video card, 2GB of RAM, windows XP, the most recent drivers. I had problems trying to run Europa Universalis 3 a few times ago, but the problem was solved after I ch
I don't want just a cloaking device available on ships. The point of my post was about having a whole "stealth" mechanic in the game, in which "cloaking devices" would simply sky-rocket the stealth value of a said-ship. But having a stealth mechanic would ask for highly-developped sensor-ships to prevent any sneak attack. It would allow small hit-and-run strike forces moving around the ennemy territory. It would give a purpose to have patrols (since range is a big factor, if you disperc
I was thinking in "raiding" like attacking the ennemy planets with small forces to destroy infrastructures, lower morale and stealing money out of it. But that will be for a possible expension, of SoaSE 2, maybe.. Sins of a Lunar Empire
No raid, no pillage, no conquest, no enslaving? You took the whole fun out of warfare! So... This game.. It's "Starship Trooper"'s Navy dream.. "The Navy thinks it can run the whole war alone. It thinks we could simply nuke every planet from orbit, and it would be the end of it, and that the Army is unnecessary." (ever read the novel?)
I know SOASE doesn't include RTS ground combat, but is there at least troop movement included to conquer/occupy planets?
One thing that always bothered me a little in those kind of game, is the absolute power of sensors. The only thing that matters is "range", anything within is automaticly detected. So there is no advantage in having small fleets trying to sneak. There is no possible strategy of using asteroid belts for cover to hide from your ennemy. You are as much detectable with 30 Warshiphs with escort complement than with 1 scout fighters. The only thing remotely close to this kind of feat
Indepth Diplo Strats - this cant be done with real players, at least not in simple and fun way, you would need AI players for that. This can't be done effectively with a RTS game. I don't know.. what about a Vanguard-style diplomatic system?
Gee, I hope the NASA would have liked that game. They would have been the only one with computer powerful ennough to run it...
I was wondering, as RTS strategy game goes (especially if you plan multiplayer action), you have to close a game within 3-4 hours (or less. 4 hours being real huge games). What do you expect to be the lenght of a multiplayer game? In the solo-mode, do you plan a huge campaign on the same map? Do you plan to include "sandbox" battles, à la GalCiv2, where I begin with 1 planet, and have to conquer the whole universe? Or will Sins of a Solar Empire will be more like a StarCraft-lik
IF the changes are purely cosmetical, I don't see why multiplayer would not allow them..?
Hi there, I am a huge fan of GalCiv2 + the Homeworld series, and I am eager to play this game. I wanted to know, do you plan to include some kind of ship designs to the game? I know that, as a RTS, we won't have the time, in-game, to draw our own ships, but what about importing ship designs from the GalCiv2's Ship editor? Or have a simple "out of the game" editor, allowing you to import ship shapes into the game? That way, clans in Multiplayer would have their own "Design Mark"