Unknown924

Unknown924

Joined Member # 2444495
14 Posts 175 Replies 15,257 Reputation

[quote who="Frogboy" reply="18" id="3697406"] According to what you posted, it only indicates that they have a copyright on the game code itself. Many of our games have licensed technologies which list several copyrights. Accolade never contended to own the licensed IP. Even on the CD you have copyrights from both Accolade and Paul and Fred. [/quote] As someone sadly watching this unfold, this&

688 Replies 7,364,481 Views

Nice article. Is the 15 km for Titans made up so they could so an SSD to SD comparison? I knew Stardock was able to a lot with a relatively small budget, but still... [quote] (amazingly, Stardock created the original SOSE with $800K)[/quote] I keep forgetting how small the budgets actually are compared to other games(I think Brad made a statement that Demigod had a budget under $5 million). Under a million for Sins is ridiculous.

5 Replies 18,833 Views

True, Titans right now are powerful for when you get them. However, I was thinking of a late game situation with massive frigate/cruiser swarms when I came up with my ideas. Prehaps move all the techs to max military lab level? Or make the most powerful ones require max labs of both kinds? Reducing current stats and requiring research to get them back is also a good suggeston. Overall, I think Titans need to be able to deal with late game units sw

4 Replies 9,147 Views

Given that Titans are a major feature in Rebellion, I think it would be good to have research dedicated specificaly to improving them. Like Entrenchment added the Defense research section and Diplomacy added its own section, Rebellion should add a new research section. The section doesn't have to be just for Titans though. It might be a good idea to have a faction specific section where all the Rebel/Loyalist technologies are. The hardest part would be splitti

4 Replies 9,147 Views

The only retail games I tend to buy nowadays are collector editions or cheap games on Amazon(Diablo 3 will probably be an exception). One benefit of going all digital is that there is no longer the issue of retailers influencing regional prices. That leads to my next question: Will Stardock use the dollar = euro like most games on steam or use a set dollar value and convert it to other currencies? I think that doing the second will make Stardock games very attractive to

85 Replies 272,652 Views

[quote who="DirtySanchezz" reply="13" id="3005702"]Will we need to create new accounts on the Stardock site and re-register the earlier versions of Sins and the expansions (in order to be able to re-install them from the Stardock site)? Would this mean that people will be able to safely uninstall Impulse?[/quote] When I pre-ordered Rebellion it brought me to the account page for the Stardock store after I was done. With the quick glance I took then, I notice

24 Replies 17,256 Views

I think there should be a limit on the number of titans a player is allowed to have at any given time. Even better would be if there was an option in the game settings for it.(ex No Titans, 1 Titans, 2 Titans, etc) This would also provide justification for making them extremely powerful. For Titan durability, flat damage reduction for hull damage might be a good idea. This would mean that the dps of every unit firing on it is reduced by a set amount. This would reall

181 Replies 539,446 Views

Some of my thoughts just after getting into act 2: - I really don't like how the basic auto-attach animation can add up to a several second delay when using spells/abilities. - The repeated areas are getting anoying but the mini-map showing areas I can't even access is even worse. - The junk item system works well. - It is nice that a damage rune in Bianca scales with the crossbow. - What I have found out aboout the Amell family so far feels makes me gl

132 Replies 242,984 Views

My main issue is that if a major gameplay changing problem can happen on the console version, what problems might there be with the PC version that Bioware is concealing? (For those that don't know, not having auto-attack means that console players will have to press the attack button everytime they want to use a normal attack. Auto-attack was also in Origins and people expected it in DA2) Lack of auto-attack on consoles was one of the larger complaints about the console demo.&n

132 Replies 242,984 Views

I have my Signature Edition fully pre-loaded on Impulse, but it looks like console players have been screwed over . [quote]Auto-attack option for consoles was added in to the games late in the development cycle after the initial certification build was sent. The auto-attack functionality was sent to be added to the game for testing and approval. This was why staff said it was in game. Due to an

132 Replies 242,984 Views

We, the community would like to express our appreciation for the extreme effort you and Stardock have put in today in getting Elemental ready for release. Also, thank you for taking your time to provide screenshots and videos in the hour leading up to release. In return we can only give you our appreciation, the chaos of over 600 people on IRC and a free stress test for your servers. Oh, and our money. Looking forward to what Elemental will be like in a year from n

38 Replies 110,098 Views

I have an idea that may help with both the essence loss and shard problems: Elemental Mastery Cost: 5 Essence Effect: Select any element that your sovereign has, all spells of that element cost 5 less mana and your sovereign now counts as a shard of the selected element. This spell can cast as many times as you wish. You may select a different element each time or one you have already selected. This could be a spell all sovereigns start with. <

98 Replies 266,498 Views

What about reducing the damage of each attack on a capital by the capital's level? For example: 5 frigates attack a level 1 capital, 1 damage is removed from each frigate's attack. Total damage prevented per volley = 5. 100 frigates attack a level 5 capital, 5 damage is removed from each frigate's attack. Total damage prevented per volley = 500 There would also need to be a minimum that damage per attack can be reduced to, say 1. This method wo

81 Replies 118,105 Views

What about research that gives bonuses only in gravity wells you control(I know some mods do this by giving researchable passive abilities to planets)? For example: Hull and shield regeneration for everything in a gravity well you control: The bonus would be halved if there are enemies in the gravity well and totally negated for everything that is under attack. Strikecraft build speed increase and anti-matter cost reduction: Would only work when there are no enemie

62 Replies 95,083 Views

I agree there should be multiple damage types for magic. One idea I have is that there should be a "Ready Attack'/ Retaliate option. When a player has a unit use it, unit can no longer be given an attack or move order for that turn(and a unit can ready an attack if it has moved or attacked. The next time an enemy unit enters moves into combat range or attacks unit, the readied unit automatically attacks. This attack would take place the instant the condition is met.&

208 Replies 743,965 Views

UI: I like what I see so far. I do think that the building selection UI needs a bit of work(say a way to hide older buildings or tabs for building type/role ex military, economic), I really do like the idea of displaying information on mouse-over. Sovereign: Like it, but there should be some penalties to losing in battle(like can't do anything for a few turns as they recover). I also think that there should be someways to prevent the Sovereign from fleeing. One way w

119 Replies 284,868 Views

Frogboy, you just epic failed for posting a Chuck Noris card that is beatable(in around 10 turns with the right cards, I can explain how if anyone really cares). Have to agree with what others are saying though: cards are a great idea.

50 Replies 170,946 Views

[quote who="N3rull" reply="31" id="2394481"]Whatever. Either way, as I said, this would render siege frigs useless. They would get shot down in seconds.[/quote] True, I can only think of a few ways to avoid that. One would be to make the siege frigates have a longer range than the defenses, which would make the defenses useless against them so we would almost be back where we started. There might be a way though if the range is tied to a deployment 'mode

88 Replies 35,794 Views

[quote who="MasonOfSparta" reply="8" id="2393614"]I could imagine a future where space bourne weapons are the natural defense against space bourne threats. I believe that's how it is in universes like Halo, for example. I imagine the trip through the atmosphere alone would cause a lot of logistical problems for ground based weaponry, though I'm no ballistics expert.[/quote] Partially right. The UNSC's Super MACs are spaced based, however their power generators are located on the

88 Replies 35,794 Views