Morale can IMO be counted under (generalised) experience.
Space Voyager
I'm all for playing a game in parts if people want to. It would be also good for save/load MP testing.
frankly losing any capships in any games is punishing, so just dont do it. I actually thought it would be worse... Lately I've been loosing some ships against the AI (because I'm not paying attention all the time) and I guess one CAN bounce back after you get sufficient credits BUT it may be far worse once the AI is better and can take advantage of your losses better (at all), as would a humna player.
I'd really love to join a big (or small) game if it was organized in late afternoon-midnight timeframe (GMT+1h).
in many more ways it would be difficult to implement and I don't think its ever going to happen. I don't think so. It's a very straightforward system for basic planet development. It can only include like five or six structures/developments before it shuts down, just to get the planet started without checking on it every time I gather some change. For instance; build extractors, build trade port (if available), build rafinery (if available). Or w
I like the magnetize special ability... And it works quite differently from the flak option. You need an enemy ship nearby to magnetize than the strike craft fly into it, damaging it in the process. The only problem is that autocast sucks at using it for now.
That Mazda was probably a Marza but I'm sure it worked just as flawlessly. I've encountered a few such AI fleets as well. The luckiest encounter was when the AI attacked my heavily fortified planet where I just finalized the advance fleet (adding cruisers and frigates to the already experienced capitals)... After shredding the AI ueberfleet with combined efforts of the fleet and planet defences th
Is it possible (and would others like it at all) to change the fleet info card that appers in the lower right corner when you hover a pointer over the fleet in the empire tree into a falling menue that would appear at the empire tree? It could make the ship selection much easier if you could hover the pointer, get the fleet "info menu", move the pointer right on it and pick the ships you would like to select (like selecting all the Gardas in a fleet to move them to a ship that is surrounded by b
if it takes you any more than fractions of a second to babysit your cap ship its not the game that has issues. So you check on your ten+ capitals deided in four fleets in a fraction of a second? YOu must be one nerv-twitching guy... Sins has a heavy focus on combat, not just empire building, so having capital ships is far from an unnecessary RPG element. Having them is cool! Making them from zero (comparing the le
thats why you're supposed to not let that happen, its a strategic blunder on your part. Oh no, that is definitely NOT a STRATEGIC blunder. This is a RPG blunder... You shouldn't let your level 35 main character die, you must reload the game... It has nothing to do with strategy. Have to strongly agree with Ron Lugge. The devs repeatedly stated that the capital ships are intended to be the core of your fleet. They shoul
I'm pretty sure I saw fighters flying through the sun when I sent the whole fleet to the other end of the gravity well.
Flagship as such should only be present in "kill the flagship" scenario... Otherwise it's an unneccesary RPG element that keeps you from managing the empire and forces you to babysitting your preccccioussss ship. As I've written the difference between an all-new and all-upgraded capital ship shouldn't be as dramatic as it is. Yes, it's good to have a difference but right now a capital ship can gain several abilites etc. and be hugely more powerful than it used to be when it was constructed. This
"Gee, I don't mind sending my ships out to get destroyed, but it sucks that the good ones get destroyed because I didn't bother to pay any attention whatsoever"... ok, what-evah! I don't know if you understood my point... I'd just like the capitals to not be so decisive in the game. So that I don't need to babysit them all the time. I'd limit them at like three levels and these would be (at least the first two) achievable pretty fast. This way a new
I hope I haven't missed it somehow and this option is already there... Anyway, after upgrading first ten planets as I see fit I'd like to be able to turn the new colonies to automanagement. I'd like them to be (usually) economy-wise upgraded in always the same order (extractors, trade port or refinery etc.). When I'd want a planet to be upgraded in some other way I'd just not turn the planetary manager on. I guess military manager is just too much to ask because of the peculiar
You went in debt.
I usually have two to three fleets marauding around. In some cases my fleet is completely destroyed, simply becasue I send it than check on it five minutes later. I don't mind the fact that it was destroyed, I mind the fact that the capital ships in it may have been pretty upgraded and worth too much. Goes for flagship especially.
I think that loosing your capship is way too big a loss in small games, but you should just learn to be more careful. Nope, that is far too RTS. This is about empire management. You can't be forced to look over a single ship all the time. The exception would be MP where you can have the destruction of a flagship as a victory condition. You better watch it there. Not that I like this victory condition but it's optional so...
Oh - there are some examples of that in Sins as well, definitely. Like shields/shields breaker special ability.
Bleh, I hate rock/paper/scissors in games. Ok, let me reiterate. It gives plenty of action/reaction possibilites. You are able to find a contermeasure and usually a counter-countermeasure, making it a good arms race. What it prevents is a simple research gun, better gun, better gun, better gun... that other games offer.
Thanks guys. I think I have downloaded the version with latest patch already instaled.
Or one simply shouldn't be so careless with a flagship with these victory conditions.
And necromancy is evil. Nah, it's all about the way you use it. Which techs would be race-exchangable through scavenging? The common ones only or some race-specific, too? IMO it would be great to not be able to research other races' techs but some countermeasures to them after you scavanged enough of their ships using those techs.
I've done away with it. Why thank you. You're so good to me... But you like the idea, admit it!
Is there a complete key-bindings list anywhere?
Isn't that basically what Multi did in the game he posted video of? In part 4&5 I saw next to no fleet micro, he just dealt with the strategy. The problem is that he never took enough time to watch and evaluate the battles.