[quote who="Major Stress" reply="5" id="3100881"]Hence new designs with a more organic look to them[/quote] Still doesn't fit with the point I was making. And that was that the regardless of what design the ships are going with, the organic texture makes the ships look like they were constructed using an entirely different technological background In other words, it's not unreasonable that the Vasari could suddenly sit back and say, "you know guys, I think from now on
davidwmiller
[quote who="lachlanp" reply="3" id="3100854"]you really haven't looked at the vasari closely then, all there ships have an organic look to them, some more then others granted, but half of them have a carapace style hull, complete with jagered edges, look alot like insects[/quote] And you clearly didn't look very closely at my post, or I worded it poorly, either way. I specifically talked about the textures, not the design style. The style is fine, but while many Vasari sh
I'm right there with you on the Advent titans, hate the look of both of them... When I think Advent, I'm thinking Radiance Battleship, sleek and deadly. A look neither titan comes anywhere close to. For the Vasari... I don't know, I think they looks pretty awesome, and the general shape of the design I have no objections to, but the organic look they seem to have going just seems wrong. The style more or less fits them, but the organic looking textures seem
Already a bunch of threads/posts about this, you might get lucky here and there but generally speaking the AI has a few issues that are simply breaking it, the best example that I've seen being that it seems to get stuck in an endless loop of arbitrarily sending it fleet back and forth between two systems for no reason.
You can download the other Sins titles directly from Stardock now, can't you? No need to bother with Impulse.
Just select the star when you've got ships at the location, the traits will show up on the bottom panel.
Simple having high initiative units default to being up front would probably help quite a bit. More options would be better, but I find the most frequent annoyance is just when your units that move first start in the back, making their move first advantage essentially useless.
I've seen some dev mentioning of "world spells". Couldn't tell you exactly what those are, or what else to expect, but I'd say it's safe to expect some substantial additions in the high level spell department at some point.
There is no proper place to post this as the best thing to do is not post it. Issues like this are between you and whoever is moderating the forums, not you and the community. But, if you want community feedback, I saw the post in question before anything was done about it, and would have done the same, as would most moderators on most gaming forums I frequent. If you're looking for some sort of community outcry over how you were treated, you're not going to get it. Y
[quote who="Antagonist99" reply="63" id="3095863"]Aw hell. Forgot to update my credit card info. The damn thing was only valid till 12/11 and I forgot to add the replacement as a payment method... >. You're not alone in that :(
[quote who="DexCisco" reply="1" id="3091062"]Yeah, The monsters seem to ignore the AI players. My last game the AI took The Shroud and left half the monsters still wandering around. When I took the city he built in it, whooosh! I got attacked every turn for about 5 turns. And I only had 3 defenders in the city, but my killer Frost Mages were displaced by militia. That really annoyed me. I almost quit that game at that point. [/quote] <
Cruel: + 1 Strength Beta 4 Update: + 1 Attack + 50% Champion Recruitment Costs Natural Leader: - 50% Champion Recruitment Costs Beta 4 Update: "Recruiting Champions is free" Who else sees the problem? Picking one does not lock out the other, so picking both gives you +1 <span style="text
lol, when I saw the thread title I thought this was going to be a suggestion to have the arrow keys move stacks, and I was going to laugh at you and make derogatory comments for such a crazy idea. Didn't realize it's actually already this way... So yeah, I agree. I'm sure someone does (there's always someone) but can't imagine using the arrow keys to move units in anything other than games where you're only controlling a single thing. For moving units on a strategic ma
Regarding the few comments above about how road placement my such with the change, at least at first. How would it be different than now? Did we actually have control over positioning of roads beyond simply arbitrarily linking every city? I was under the impression that it we would not, so unless I'm mistaken about that I would presume the placement of roads would be done as it is now, minus the caravan requirements...
Not the only instance that this particular issue takes form in. You might also find that if you have a city with a full garrison, you're also unable to move your own armies through that city, effectively blockading yourself until you shuffle units around.
Agree, things that aren't going to change shouldn't vanish from the map when they're out of sight. The case of this that has bothered me the most is when planning new cities, and you can't see the grain yields of tiles until you send units back out to the area.
[quote who="Lord Reliant" reply="3" id="3069272"]Please! Same goes for cities without production. I keep missing those, too, when I could be building something instead.[/quote] Don't agree on that. For one, you already have the "zzz" that appears next to idle cities on the lists to the right, but also there are various times that unlike research, you actually don't want to be building anything. Like when you've got nothing you want to build, or when you have any of the imp
In addition to this, it needs to learn not to continue spamming a spell at an enemy when that enemy has already proven completely immune to it.
I noticed a few times they mentioned that the game was just announced, even based some of their writing on that premise. Wasn't Fallen Enchantress announced like, a year ago?
So first, you get new spells be selecting the magic school traits when you level up. A fire apprentice and want more fire spells? Select Fire Disciple next time you see it. There are of course also a couple unlocked through research and quests. I'm not sure on the specifics of money, but just a few things that contribute: First you have the obvious one that you mentioned, taxes. Then you have a few buildings that directly provide money (like merchant), and setting up trade routes
I love that there's already 2 posts asking how to get the discount, when it tells you where to go on the page. Anyways, pre-ordered and saved an extra 81 cents on the exchange rate, take that American dollar! :P
[quote who="SIN-Imperium" reply="8" id="2897553"] I've never had my cpu time out playing or had the game stutter to a halt on my old system which is a single core Athlon XP.[/quote] Then you're special, as most of us have. Perhaps it's just your choice of game setups, but most games I play end up coming to a crawl with the single core being used maxed out. In those cases, there's not much room for discussion on how important being able to use the other 50% (or more) of your processing
[quote who="LEADER MkII" reply="2" id="2731495"]Still must be important for him to register on the forums and whatnot....[/quote] Fairly sure you can post on these boards through Impulse, as opposed to actually going out and finding the forums just to rant.
I'm enjoying it, but finding there's still a few too many issues to really stick with it, going to put it aside for a bit and wait for a couple more patches.
In short, regarding Sins specifically, you'd buy the next one based on everything don before. Sure, diplomacy still needs work, plain and simple. But the years prior? Many patches, Entrenchment, many more patches, it's disappointing that they seem to have abandoned it now, but I'd still buy their next game based on all the support it was given up until the last patch, which is still plenty more than most games seem to get.