I also spent weeks to get through Deuteros back in the day, found out that the only way I could survive was to hoard resources before expanding enough to make the methanoids declare war. I had also run through Millenium on my Amiga 500 before that, but that is quite impossible to redo on modern machines, the martians are whizzing around and will destroy your ship in milliseconds. Unfortunately, I don't see how you could translate the Deuteros experience to Sins. The methanoids were an o
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I was TEC and did not place any bounty on him. I would guess that the pirates choose targets only at the time of launch, not necessarily by holding to their initial warning, which may only take bounty into consideration, I don't know. Perhaps his trade post was completed in between the warning and launch too. Edit: And this might be better placed in the gameplay thread, come to think of it.
tabellaric ~ displayed in a table. I want this screen, including the ability to order planet development in it. Wouldn't mind waiting until a patch though, as it doesn't make or break the game. But it would be a great help.
I wouldn't mind having a permanent, low drain on the dead asteroids. You're making an effort to make them viable for supporting your defences, so it makes sense to me that they should be a liability. As I mentioned somewhere, I also would like them to not be affected by the TEC technology that increases the logistics points, seeing as they are not supposed to be able to support any logistics, with 0 initial points and 0 available logistics upgrades barring this magical increase of 8 points.
Both current factions rely equally on the resources. I have seen no indication that this will change to having different focuses.
[quote]I either need a screen where I can have a list of all planets, their upgrades, and the ability to que new upgrades all in the same place.[/quote] Oh yes, please.
As some of the criticism against the previous limited resources was that it suddenly snapped from full steam to a snail's pace: How about reducing the rate of harvesting over time? It's even realistic, like in mines or oil wells on Earth; you'd first get the resources that were easy to mine, sometimes even lying on the ground, requiring little to no digging. Then more and more effort is needed to extract the remainders. If it is not desirable to stop all production at the end (sounds li
It's quite alright to post. There is no requirement to read the whole forum before adding your feedback, I'm sure any duplicate reports (like indeed the missing string thing) will be quickly sifted out by the devs as such, so there's no reason to hold back.
Stardock has a great model for their copy protection. Those who pirate the initial version won't get the full experience, while those who pay get the best version possible through the free updates. Those who choose to play the pirated copy probably aren't the ones who would buy the game in the first place. The ability to install all the games you've bought at any time on any computer connected to the internet is also appealing, no "scratched CD syndrome". Not to mention the absence of m
It was said somewhere that trade ships trump bounty, to some degree at least. If you're the only one with trade ships, you're seen as the best target unless there's a fat bounty on someone else. If you have loads of trading posts you're seen as even juicier. I think. If you do have loads of credit generating stuff you should be able to out-bid the opposition however.
I find it very odd that the pirate bases can be conquered by culture. They're operating as criminals/privateers, what is the rationale that they can suddenly be turned to productive, law-abiding citizens by handing out some flyers and pushing SpaceDonalds burgers at them? I'd prefer to actually have to make an effort to get rid of them.
[quote] Yeah, well, let me point out that you had superior numbers in both frigates and capitols throughout most of the game -- my taking your ships on a one-for-one basis (each time doing a number on your frigate forces as well!) should speak for itself. [/quote] Yes, of course. I definitely had to pound those battleships for a long time to breach them, and using the ion bolt repeatedly as well during it, no quarrel there. You had few other forces though. That was what I meant by sp
So you mean I should not build another capital ship until I have a couple of spare thousands of credits in addition to the capital ship cost? I think not. By the time I get my fourth capital I could start thinking about training the crew, not before. But there are always some other worthwhile things to spend that money on. Guess I just never have played long enough to make it seem viable to me, but Ron seemed to train his caps while I instead built loads of frigates to help my green cap
I don't understand how you can have enough cash to train the crews that much. I have plenty of research to do or ships to build instead with those 2500 credits. But yes, they are a lot more powerful when trained.
I'm sorry about that Ron. Having been trounced in less than an hour by Iri, I thought I was crap at the game. I guess I've graduated from noobdom, although it wasn't a walk in the park either. Would you like another game with no holding back perhaps, so you can get revenge? I think the first pirate attack was due to you building an early trade post. I agree the pirate warning should be more pronounced. Maybe even flashing the screen a few times, as it's a pretty important event and shou
I see someone else had the same problem as me, just a different way of getting around it. While I might be able to get used to the light-up feature, I would still much prefer pressing a key to select a planet able to support the structure in question, as detailed in the gameplay feedback thread. I really would like the light-up for existing ships though.
I actually wouldn't mind having a tug to move the stationary structures really slowly to another position. Seeing as they are in a gravity well, they really shouldn't be stationary in the first place. Make the tug a weak one-ship-per-system thing like the constructors and you won't be able to mass shift your defences as there suddenly comes an attack from an unexpected direction.
[quote] My experience with the space bar has been that it snaps the view to the unit or whatever I have selected currently, not the event in question. Yes, but, when you click on one of the 4 events buttons, it actually selects the event to jump to, no? I'll admit I usually don't look at most of the events, but I'm fairly sure that's how it works. [/quote] Perhaps. I sort of gave up on the space bar after getting undesire
My experience with the space bar has been that it snaps the view to the unit or whatever I have selected currently, not the event in question. Not necessarily free logistics. I want to be able to cycle through all planets with free capacity for whatever is opened in the UI currently (planet development, tactical- and logistics capacity, frigate/cruiser and capital ship production).
I also noticed the niche Norwegian composer Arne Nordheim as a planet once, although in one word. ----- A few feature request: * This may just be me not knowing the key to press. I'd like to be able to cycle through all my planets while keeping the UI in its current state. An instance where I've missed this feature is when I need to build another lab, or expand the fleet support. I try this planet, which I find has maxed out its logistics slots/has maxed fleet support.
I don't like the idea of a "regional governor" or whatever you want to call it. Distance means reduced effectivity of administration, there's no way around that. Perhaps the culture could have a greater effect though. Like, it can reduce the distance penalty by up to 30% of the distance loss at 100% culture, instead of a flat 10 percent points. Then, one hop planets would have 1 - (0.1 * 0.7) = 93% allegiance, 7 hop planets would have 1 - (0.85 * 0.7) ~ 40% allegiance.
That's what I'm talking about! I knew I was not alone reading the lore like this, and wanting them to work differently from the TEC. However, I fear that even if this is made into a mod, the AI won't know what to do with it. Would be very good for multiplayer though, I hope this can be made when the time comes. Although, I would scrap the refinery. The colony already would do that, sending out workers to harvest. You could make these workers buildable, costing logistics points to limit
This worked fine before, I think. You had to create enough refineries before the asteroids ran dry. I don't mind the new inexhaustible asteroids though. Refineries still have their uses. I might rethink it when I finally get my connection fine and can play a multiplayer game, as I'm sure the AI doesn't quite give a true experience of what the game can be. An option for asteroid longevity would be good, and I imagine not all that much work to implement.
Yeah, I knew it would be worth typing for over an hour to start a calm, constructive discussion on the matter, like every other thread here [img]http://forums.totalwar.org/vb/images/smilies/gc/gc-dizzy2.gif[/img]. Gah. Developers, you can find my conclusion under the double line in the original post, and a lot of text with boring details above that. As I said in the gameplay feedback thread, you may want to change the lore to fit better with the situation in the game, or you can of cour
As requested in the gameplay feedback thread, here is my take on the lore and what it says, contra what is in the game. I bring it in a separate post because it would clutter up the gameplay feedback thread with something that isn't really that much gameplay feedback, now that Yarlen has confirmed that there will not be any major changes there. I might have to edit for format as the forum refuses previews for some reason. [quote]10000 years ago --- The Vasari Empire ruled over c