Leid37

Leid37

Joined Member # 2411512
7 Posts 39 Replies 199 Reputation
Reply to SunAge in Games

I actually snatched this up yesterday. Ive enjoyed the gameplay alot so far. The controls take a bit of getting used to though. The placement and target preference mechanics is the hardest thing to change gears on so far. Im so used to just right clicking and having the units auto move and engage. In sunage it doesnt work like that. Right clicking an enemy assigns a priority target to the unit BUT the unit will continue doing whatever it was doing. If it was moving to an objective it will contin

30 Replies 4,500 Views

In most my games the pirates are incredibly predictable. Hell even if they werent, all you have to do is leave a scout ship at the crossroads. As long as you position it out of the natural lines of drift for the inbound pirates they wont ever attack them. I think people have made the case over and over that defenses are the way to go. A figher bay and a few turrets is enough to hold them off for a while. I feel they definately serve their function as a nuisance quite well. They are by design a

33 Replies 38,119 Views

They are also incredibly predictable. They will bee line for your territory from their spawn point. Soon as it says they are inbound put a carrier or 2 in the system and bulk up that regions defenses. As has been stated before they can also be easily influenced to go elsewhere. If you really really dont like them you could always turn them off as well. I suppose there would be no harm in programming a scale into the options menu. I personally would love for them to be really strong with capitol

33 Replies 38,119 Views

The whole lore thing is why I chose an alliance fleet thing. I considered the galactic counsel, but it does make absolutely no sense . Besides diplomacy, what other systems can you guys think of?

21 Replies 6,937 Views

Thank you for the response Blair. But since you asked... Ive been thinking about diplomacy alot. Have you ever played a game called "emperor of the fading suns" ? In this game you could get voted into a regency office. When this occured depending on the office you gained certain abilities over the old empire. One office gave you control of empire ground forces..another the space and so on. My idea is similar. What if when you formed an alliance you had the option to vote in the head of

21 Replies 6,937 Views

Id like to quickly start off with a little disclaimer. The game itself is definately shaping up to be a "good" game. I write this with the hope of it becoming a "great" one. Anything I say isnt meant to destructively criticize IC or Stardock. I fully appreciate the hard work they have done and obviously have already purchased the game even if I didnt care for their work =p. My greatest concern with sins is its lack of true depth. Depth is by far the most important factor (IMO) when play

21 Replies 6,937 Views

Heres another good question. Twice now the files I am trying to send become corrupt. Do they still want them even though they dont load?

6 Replies 3,013 Views

I agree completely. It seems almost like an exploit and I do it every time. Your way would force someone to either play economically, militarily or meet in the middle with a hybrid tech tree (assuming they werent huge to begin with). Would definately add more depth to the system.

18 Replies 7,486 Views

Quick question regarding user interface. When I click to see the "pirate inbound" message I always get taken to the crappy diplomacy screen before i can just read the damn message. This is most annoying. Is there a way to just read the message without having to observe the diplo screen. I realize this is a small issue. But it seems inefficient and annoying.

7 Replies 2,974 Views

Hmm thats actually an intriguing idea. Definately points for originality. I wouldnt mind seeing a build that tested something like this. My only concern would be that the strong got stronger and the weak quit long ago. I do understand what your saying overall though, and I agree with you. One of the best things about the civ games was the resources. You needed iron to build swordsman and uranium to build nukes. This tended to prevent stale games, especially considering that you couldnt

18 Replies 7,486 Views

While I agree pirates shouldnt be able to go toe to toe with an actual empire, I have found more often then not...that they cant. Sure they can raid a planet or 2, but they never have enough forces (or desire) to adequately destroy a system (like the empires can). I tend to think of them like the pirates from exo squad. They were cool pirates.

62 Replies 12,541 Views

Im of the school of thought clamoring for an increase in pirate strength. Maybe if dead asteroids were unclaimable and had a chance to spawn one every x amount of time. Or better yet, it would be nice to be able to seed them some how to create a pirate stronghold. As for controlling them, I dont agree. There should always be a risk in dealing with pirates.

62 Replies 12,541 Views

Out of curiosity, is there a specific place to report bugs or should we just make a new post everytime? Ok on to the bugs I have a saved game file where the enemy ai is refusing to use a jump point and instead just flies sublight between points. Is this intentional or a bug? Included in said saved game is this odd lcicking that wont go away. Has this been reported yet? Anyone else have issues with that?

6 Replies 3,013 Views

One thing I havent seen anyone mention here is missions. Civ IV, imperium galactica 2, m:tw and a few others all had missions to help spur on conflict. Its hard to keep turtling when your timed mission tells you to take your neighbors planet. Im also a big fan of random events (again so long as they arent sots like, losing homeworld on 6th turn is just retarded) especially rebellions. I would also like to see pirates get capital ships (unique ones at that).

41 Replies 9,680 Views

In case no one else noticed, one of the major ingame freeze/crash bugs seems to stem from enemy ships leaving a kill zone. I have been able to consistently reproduce the crash effect. 1. Build a fleet consisting of at least 30 ships (to ensure the enemy retreats and at least one of your ships are firing at withdraw) 2. have them either attack a system containing an enemy fleet, or wait to get attacked. 3. After trouncing the majority of their force and watching them wi

9 Replies 4,016 Views