I think the current approach is better than the first. The 90 degree method might be even better.
Hypostasis
I have long considered Stardock, of all game developers, to be perhaps the most customer friendly and to offer the best customer support. Most fans of Galactic Civilization LIKE Stardock and this builds consumer loyality. So far it seems that Iron Clad will be be proceeding with a same sort of approach as Stardock and that is a good thing.
I do hope that some more tactical elements are introduced into the game as it develops. The thing is that as far as pure strategy is concerend, more traditional turn based 4x games like Galactic Civs II and Space Empires V are generally more rewarding. GCII, however, has NO tactical combat while SEV does have tactical real-time combat is limited in terms of eye and sound candy. Technically speaking, however, SEV has is actually deeper than Sins is at present.
Space lanes WITHIN solar systems do seem overly contrived, there is no real need to explain-away the possibility of flying from planet to planet within a system. Even if they serve some level of game-play purpose, this would be reduced if we also reduce the number of planets per system. Space lanes BETWEEN solar systems make more sense to be because you DO have to explain-away inter steller travell since we cannot currently conceive of how this would be practical. If we limit
I would possibly love an alternate map design where a gravity well isn't a planet but a whole solar system. With few planets tons of asteroids star in the center. And all the wells were grouped in a galaxy at the center of which woudl be a massive blackhole that you would use to travel between galaxies. I don't know why I would just like that idea <IMG src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" onload=setImageSize_onLoad(650,this); align=absMiddle borde
Since the patch the game has become stable on my system but the empire tree (or whatever it is called [left hand side of sceen) does not function properly once I have to scroll up and down in order to see everything.
Maybe a game mode where the star systems would be more realistic. (with planets in realistic positions and less total planets per system) To make up for "smaller" star systems, there would be more of them in the galaxy. I am also in favour of this sort of option. At present the solar systems are huge. It is not clear to me why this makes the game play more fun than haveing the same number of planets around a larger number of systems (half of which shoul
Prior to the patch, the game was not stable on my system as it would freze up within 40 minuits, requiring a re-boot. With the patch this has been fixed. I have been playing for several hours stright with no technical problems. By the way, for a first beta that is not intended to be fun, this game is pretty darn fun already.
That was fast! I will update and see if the game will be stable on my system now.
The tutorial worked find for me but the actual game, even on a small map, keeps locking up on me. Has happened in three games in a row and has occured between 20 minuits and and hour of gameplay. I was playing with these graphic options: 1024x768 60Hz 2 samples highest texture My PC: WinXP Dual-core 2.8 Gig 1 Gig of RAM Nividia GeForce 6200 TC.
I think it took me about 20 some minuits to download it. Very good time indeed!
Thanks a lot! That is good news. I can deal with some feedback in the beta build.
I find the basic features of SoaSE to be very attractive but do not usually like RTS except the Paradox ones because they have the depth of turn-based games and permit the player to pause and issue orders. Thus I wanted to ask if this is also the case with Sins.