Yeah, you're right. I think the current system of map creation would be nice for balanced multiplayer games, so it should stay for that, but imho it gets a bit boring for single player. I would love some more options in the map creation screen which would allow us to create very random maps, or maps with an abundance of volcanic planets, for example, etc. Allow us the set up the starting positions of the players (per star). Allow us to set the distribution of planet types (with
Vandenburg
this sounds a bit contrary to what I heard before that battles are rather slow. I mean, I like battles rather drawn out, long, with time to react. its not a problem if flak frigates totaly own strike craft - that's what they are supposed to do - but a) maybe not that extreme and b) not so fast. I mean ... such big fleets destroyed in under a minute? where is the epic in that? where is the "lust stop and watch the battle for a few seconds" effect? just my 2 cents.
Argh.. wrong thread. Sorry.
Would it be possible to add a comment function to the files in the GameInfo folder? Something like: ChanceToHitTargetType:CAPITALSHIP #weapons type of all capitalships CAPITALSHIP 1.00000 INTERCEPTOR 0.200 #was 0.1 BOMBER 0.700000 #was 0.1, no my capitals are able to hit those pesky bombers. Muahahaha! It would make my life easier, if I could just write into the file which line did what, it's hard to remember all that. <img src="http://images.stardo
GREAT!!! Thanks for the answer, i will be preordering the game strait away! P.S. I love modding, so no problem there! The only problem with thousands of planets is, it takes foreever. Really, foooreeeeeveeeeeeer. Tried a Game with 200 Planets lately... it just isn't... fun... maybe as a screen saver? Btw. modding, basic modding is quite
There's going to be more variety in the final release (and maybe in later beta versions). Yay! Will there be gas giants? Big, coloury (is that even a word??) spheres of gas? Me wants one.
As advised by a Ironclad guy (forgot who it was ) I tried a 1 vs 3 hard AI (all three of them in the same team, locked). I played on a normal generated small solar system. Nor marauders (I want to test the AI, not playing tower defense ). I managed to grab an ice planet plus a second earth like planet before
If you take screenshots, you can remove the interface with ctrl-shift-z. This gives much nicer pictures, imho. Anyway, nice battle, but as you said, the AIs lack of capital ships and its reliance on light carriers is its death on each encounter I've with the AI.
Bounty and pirates are a way to get to the strongest player whom you cannot reach by weapons power alone. That is exactly why pirates need to be very annoying to the strongest player, because nothing else can annoy that player. Actually no. It shouldn't annoy the player. You shouldn't incorporate something in a game which annoys the player. The game should challenge us, not annoy us. Challenges are fun, annoyances are... well... annoyin
In the early game I use 5 flaks which is usually enough to kill 5-10 fighters/bombers in less than half a minute (or at least to weaken them to the extent that they're unable to do damage to my fleet). In the late game I use 10 flaks which is enough to storm enemy home worlds which have 10-20 fighters/bombers and kill them all under one minute. So yes... maybe the flaks are a bit overpowered. <img src="http://images.stardock.com/gc2/T_DL/smiles/Ew.gif" border=0 align="absmiddle
What i mainly wanted to see was fighters engaging enemy bombers on sight which i saw with this patch. I also wanted to see flak frigs engage fighters, and bombers on sight, and that i saw too. So im a happy camper. It was a beautiful sight to watch an AI fleet with TWENTY SEVEN light carriers run away after all his fighters and bombers got mowed down within the 1st minute of the fight. He he he, yes. Flak frigates are unbelievable strong against enemy fi
You can't colonize planets and expect to keep them if they are under strong enemy culture. This is working as intended. You have to counter it by either taking out his culture centers and/or out culturing him. If you could defeat it by using colony ships (as per the suggestion) then people will just leave colony ships around as "culture shields" instead of using culture. I agree, the values may need some tweaking. The problem is, it makes it
What I think should happen is that all the culture around the planet belonging to that faction should get removed when the planet is neutralized, say up to about half way along all the connecting paths. Destroying the population of a planet should destroy it's culture, that's kind of common sense. Of course if they have a planet next to it that is generating culture then it should start to spread again so that eventually they'll get it back if the invaders have no cult
Just wondering, could you revisit the culture flipping with newly colonized planets also in this hot fix?
Hmm.. the escape pods could slowly fly back to the next capital shipyard. If they arrive there safely, the next ship built there could have the lvl of the old ship. Or let's say, one lvl less, since some crew members probably have died/were unable the escape. Hmm.. sounds good to me. That will lessen the loss of a high lvl capital ship a bit, although if you're evil, you could destroy the life pods to deny the enemy that possibility. <img src="http://images.stardock.com/gc2/T_DL/smile
Yes, the AI is currently quite weak and no match for a human opponent. It's unable to expand, unable to make decent attack groups, unable to match my research, etc. I dunno how much time the devs invested in the AI to this date (not the current highest priority I guess), but I hope that it will get better with the next beta.
It might be interesting if you could buy off the bounty for double (or 1.5x) the price or something. No, I don't think this would work. If I were able to buy my bounty back with your proposed system, I could instead put a higher bounty on an enemy of mine, which would give me the advantage of sending the marauders in his way. Imho the idea of the thread creator is quite good. I find it quite annoying to have bounties in the hundreds of thousands
I was having a Kol vs Kol battle and decided to manually retreat my Kol. It didnt retreat. It turned away , moved to phaselane then decided on its own accord to turn around and start engagin the enemy Kol again. This was when my Kol was alone and outnumbered Happened to me to. Although I was able to bring in reinforcements in time, it's making it very hard(sometimes impossible) to retreat. There's also a second (imho) bug. If you want to conquer
while we're on such a very interesting point: DE- ALIAS the KOL'S FORWARD BEAMs. only a slight mod, but its effects were beautiful. the way the beams came down to a point and almost always fired in sync drove me nuts, then I changed that ugly little "TRUE" to a beautiful little "FALSE" and all was well. it looks a lot Koler (not a typo) when the beams fire in succesion and hit different parts of the ship. This is a very good idea. <br
I really like the scale of the game, ie. the size difference between the ships, fighters planets. Although imho the planets and stars could be a bit larger, especially the stars. Me likes watchi
yes, but to say that there isnt significant propoganda going around is equally as bigotted. And for whom would this propaganda be beneficial? Who gets an advantage from this? Don't tell me it's the scientists themselves, for this would mean a conspiracy of thousands of scientists working together to mislead the public, or at least to distort the facts, which is something every good scientists hate. true enough
The fun thing about reality is, that it doesn't care about humans. Climate change won't stop because people deny it. ----- Large scale change in our planets ecosystem will be bad for us humans. Our current system of agriculture is adjusted for a certain climate and won't be stable if there are large changes. So, if we won't do anything about it (and I'm quite sure that we won't do anything or enough) we will have an increase in the average temperature overall.
First I have to apologize. Reading my first post again I realize now that it looks a bit aggressive. Perhaps i got on a little hyperbole. Since English isn't my first language I sometimes misjudge the tone of my stile of writing. It's not about underestimating customer's intelligence, it's about what will sell in the mainstream market. There's a reason why simple games like Deer Hunter sell 6 million units while those like Company of He
I don't expect Sins to go all out in the 3D realm for the simple fact that the mainstream player won't tolerate complexity like that (which in turn will hurt sales). As much as we - as hardcore gamers - like to think we make or break products, the simple fact is that we don't. Developers have to target the mainstream with their designs; that's one of the reasons why PC games have gotten so simplified the past few years.
Well, this ship screams Carrier . It has a large tower on the aft, two launch modules for fighters/bombers.