I'm working on creating a Map using Galaxy Forge and I was wondering is there a way to quickly set a bunch of phase lanes to the same Spawn Probability. I want the map layout to be somewhat random so I'm going to set a bunch of the lanes to only spawn some of the times. But doing it for a large map is very time consuming because of all the phase lanes. The other issue is I found some planets get really bad luck and end up with no phase lanes to them. Just curious but is there
PyroMancer2k
The major difference is Cave Dog didn't give a sequel to the game like everyone wanted. Where as Ironclad is giving us a sequel and it's only months away from release. SoSE: Rebellion IS SoSE2. Not everything has to follow the Game, Game 2, Game 3, and etc naming convention. They can work on both at the same time and it's not like they have abandon support for it the way Cavedog did with TA. Also I don't see how this thread can be useful in any sense. I just re
Thanks for the Guide. I was wondering though is there a way to setup teams in the MD? I notice some of the devs maps that are for teams always groups the players together based on team. Well I often play 5v5 map with friends and we have to play on the huge maps which all seem to be set to FFA so we end up in random locations. Often times one player will be on the other side of the map all alone and ends up getting crushed by the AI or pretty much turtling in there 2-3 p
[quote who="GoaFan77" reply="35" id="2655149"] Stardock (the publisher of Sins) is working on Elemental, which while it looks awesome, does not involve Ironclad, the developer of Sins. Ironclad is presumably working on their next project which we are pretty much totally ignorant about, and is what the others are speculating about.[/quote] That doesn't mean some of the developers from sins aren't also working on it. Like Frogboy and Kryo show up in the Elemental forums all the tim
[quote who="-Ue_Carbon" reply="29" id="2636192"]Their new game.[/quote] Yep. They are hard at work on Elemental .You see a lot of the same Devs post here and over there. It shares the same Stardock forum login as well. The game recently went into Beta 2 and they are hoping for a Aug release.
??? Hey PyroMancer2k, why do you play with MORE planets? Simply use less planets and all your troubles are gone. I play with more planets because I like large scale epic 4x games which is kinda what this is suppose to be. Shrinking the galaxy size down so there are fewer planets and the games go fast pace basically turns it into a typical RTS. <di
Right now I think the devs have a good foundation of a RTS in some ways it's similar to Frontier Wars. But the 4x side of the game I think is really lacking. There just isn't that same feeling of grandness, of starting as a fledgling civilization and conquering the galaxy. Or that feeling of looks of things are going on under foot brought about by interesting random events. Also lack of meaningful diplomacy comes to mind as another short coming. Right now I think the game feels more li
Even if it's not one sided I like to zoom in and watch the action. I query up a bunch of move/attack orders with shift and then watch them play out. Anyhow we are getting a bit off topic . What about some of the other suggestions?
Well my idea was besides improving the R&D icon so it is more noticeable then the current flash also applies to the diplomacy alert. I would hope they would make it better then current R&D flash. Well normally I don't loss my bearings but when your managing combat and rotating the camera which effects the whole galaxy's rotation and you get an event alert so you hit space bar to see where it is and you jump to a spot in another star system and it's in a different rotation then you'
You do know that the four cards in the lower left separate incoming alerts into four separate "ques", and that you can click on the cards to go through each que? (Left click to advance, right click to regress). Yea I know they are there and what they do. My point in #2 was that besides having those cards it would be nice to have an on screen display highlighting the location of what's going on cause maybe i don't wanna zoom to th
I think it would be nice to have options that allowed you to customize how your units auto attacked and such. And yes I think it would be great if the AI actually dealt with gauss defenses intelligently but the AI right now has a lot of major flaws so there is a good chance this is something they are working on. As for the Gauss Cannon Range I think that's a lil off topic but personally I think their fine as is. I mean sure you can out range them with some unit types but so what. This i
When people talk about the flanking move or Kiting (stringing along enemies while staying just out of attack range). This often is exploiting poor AI and not a good example of effective tactics usage. And even when it happens against a human player a lot of times it's cause the player had their units on auto attack and wasn't watching. The problem is unlike human players who often spot this clear baiting tactic and would quickly turn and nuke the 3 ships following the simplistic AI doesn't see i
So far I like the game a lot but I feel that the controls are a bit cumbersome and could use a bit of improvement. I also think the amount of information given to the player on events going on in the galaxy is rather limited. So I have a lot of various ideas to help improve things. 1) Personally I don’t like the bar on the left when it comes to selecting units. Even in small games you want to select units in a hurry but you have to either leave the system drop down open which takes up
I think one of the problems with finding a good pacing is that in a way there is two different games. On the one hand you want a RTS/4X game that has an epic feel and not overly twitch driven while maintaining that large scale feel and often long drawn out gameplay of 4x where you slowly build a massive empire, engage in long term R&D, and wage may wars over time. This being great for single player as many will want to play games that take several long hours or more. Then on the other hand you w
I have to disagree, we are talking about pirates and insurgents not Terrorists. I think that they should be a part of the game not your main opponent I want to battle the AI players and that is just not happening. In 6 games so far I have only come accross 1 decent AI opponent and even then after a couple of battles the pirates finished him off. Actually pirates are very violent. And it's not unheard of for them to
You already can. I select a planet then right click on another system and the ships built go to that rally point. Setting rally points by just right clicking works fine for me. Are you sure you have the newest version? Or have you tried right clicking to set the rally point?
I'm not sure how well the defences on the planet setup would work. The reason is right now only siege and capital ships can do any damage to planets. This means if the defences become heavy on the planet side they the lightly armored siege ships will be easy pray and you'll need a lot of capital ships to take down a planets defenses. While this may sound good at first think about how the game already has a little bit of a trench warfare feelings and now just imagine how much harder that will be
Besides replacing units it would be nice to have them just auto build new units. I mean I've seen many RTS games where you can simply turn on auto build and as long as you have the resources it keeps popping out those units. You can even set it up to rotate between multiple unit types so you maintain a diverse army. This I think would be nice so you don't have to run back to your factory every few mins to start building a couple new frigs it would just keep building them as the money b
With the broadcast you can get +10% bonus to your planet but that takes a while and +10% doesn't really offset the -85% that much. It is still a -75% loss which is rather steep. Making the only real reason to have those outer planets as a front line with heavy defenses to slow down your enemy advance. I think you should be able to decrease the loss by more then 10% over time. Of course the reason for this all could be to create a reverse exponential type curve on your income for a grow
While I know a lot of people like the high auto repair feature as it really helps ships last longer in combat put also allows them to keep pressing the attack. I think in the end this does two things for the game. One is it rewards the winner and larger ships as their fleet quickly heals after victory and larger ships are harder to destroy so if they don't have to stop for very long or return to base to heal then they can easily keep going forward. The other thing is I think the auto heal is one
How about making it so that colonies start like modules. They have like no health that way even if you set it up the enemy can just take a quick shoot and down it goes. But then they slowly repair up to full health much like they do after an attack anyway. Because it doesn't make sense the colony would just be prebuilt all of a sudden with 1200 health. And since only Capital ships and Siege ships seem to be able to hurt them they are a bit harder to kill then ships or at least take longer.
Personally I'm torn on the issue. On the one hand capital ships are rather powerful while on the other they are suppose to be the center point of your fleets. Having to research them would really slow things down before they come out but on the other hand it wouldn't be as interesting having to wait till you have like 9-12 labs before you can build them. Personally I wouldn't mind them requiring more research as long as it's low on the number of labs required. I know some of you said y