EvilMushroom

EvilMushroom

Joined Member # 2439991
3 Posts 2 Replies 354 Reputation

What I find most maddening about an otherwise great game, is the difficulty in finding information about even the most basic gameplay mechanics. Take diplomacy for example. When I pull up the relationship screen and select an opponent, I get a list of 14 different things that explain their relationship with me. However, I can't create a pact, because MY relationship with THEM is not good enough. But I get absolutely zero feedback on why this is. If there wa

0 Replies 6,430 Views

You can queue strike craft in hangers before they are built, it feels like this is simply an oversight. Either way, it is annoying. First of all, it creates a time window when there could be strike craft built but there are not because I have not noticed my hanger bays are finished yet. Secondly, to keep track of which starbases will need strike craft, I have to leave them pinned for longer, cluttering up the fleet management area.

0 Replies 1,643 Views

I understand and like the way Sins upkeep system works I also understand and like the WarCraft III style of scaling back on the upkeep I also understand and like the Starcraft style of no upkeep They change the game in different ways, just like I play different games when I am different moods. So I propose a peaceful solution that should make everybody happy, and will keep me coming back to Sins every time instead of playing those other games I mentioned. Upkeep Preferen

56 Replies 48,974 Views

When a ship newly joins a fleet, it should inherit the grouped movement status of the fleet leader. It is irritating that I keep having to re-specify grouped movement every time a new ship joins. Display a planet's tactical/logistics slots as used/total rather than just total when I hover the cursor over the tactical/logistics buttons. It is irritating to have to do the math in my head to see how many slots I have free. Mouse wheel on empire tree should zoom in centered on th

1,040 Replies 557,828 Views