It's because Stardock trusts you to do the right thing and not to steal from them by illegally copying the game. If you do so you're only screwing people out of their hard-earned money.
JdeFalconr
[quote]Bah. The ability to see the enemy is based on light going through that exact same curvature of space. If the light curves for you to see it, then a laser won't mind shooting right down that curve to hit its target. That could suck for projectile weaponry, though.[/quote] I think that's the point, though. Space curves around the ship. If space itself curves around a ship then a projectile would have to move through that curvature. Projectiles move through space too, wheth
[quote]Sins of a Solar Empire is one of the poorest exuses for a first person shooter I've ever played. Let me summarize the main problems I have with it as a FPS: The "bosses" totally lack character. There is no dialog between them. An utter lack of health packs around the map. The game seems to try to force the player into a "third person" perspective which, clearly, demonstrates how clueless Stardock/Ironclad were about making a first person shooter.Hello, FIRST person.<b
I for one am getting oh so tired of people coming onto this forum and complaining "This game sucks because I bought it thinking it was something it's not." I've heard folks complain because "epic battles" are just one part of the overall game. I've heard people whine because there's only 20 population on a planet and how that's so unrealistic. I've heard the complaint that ships in this game don't have enough stats to them, or that the tech tree is too small and therefore the game is no fun.
[quote]I beg the creators to come out with an 'expert' add-on, containing dozens of new technologies to research, dozens of new buildings, upgrades for buildings and dozens, if not hundreds of new ships with proper stats so tactics will matter.[/quote] I don't see how simply adding more content to the game improves it. In fact I see no logical correlation in that. Why will 50 ship types with more types of stats attributed to them make the game better?! Why does a gigantic tech tree auto
I had no problem killing them. I just amassed a decent size TEC fleet...maybe 2 or 3 cap ships - a couple Kol's and something else. As I recall I made sure to keep the battle on the outermost edges of their gravity well. That way I wasn't trying to take on all those gauss guns AND their ships at the same time...yech, that would have sucked. Anyway, I ended up with a sweet-looking base on their rock.
[quote]1) Colony ships take an eternity to recharge Antimatter and they lose a huge chunk of it every time they make a jump. Cap ships with colonize are much more likely to be ready to colonize right when you want them to.[/quote] I don't mind waiting as long as it's not a very long wait. And if you manage your ships properly you can have your colony frigate jump in right as you finish the battle. [quote]4) In games vs. the AI, colony frigates are hostility magnets. It's just
I've heard much about the Akkan's colonize ability an about how some think this ship is the best cap ship...but I don't understand why this makes it such a great ship. I see that at higher levels it grants free resource extractors. But if you're putting that many points into it that means NOT putting points into its other two abilities which are both great...ion bolt and targeting uplink. Besides the convenience factor of having your cap ship take care of colonization why would you not use a col
From the original post's description, BigDogBigFeet I think you were just soundly beat by players who had an effective strategy and good execution. What do you expect from a team of two players when you go at it with somebody you don't know at all? Just because you couldn't counter an effective strategy don't blame the game. Try playing StarCraft or WC3 on BattleNet and you'll see the same exact thing.
I would like to see the ability to toggle whether trade/refinery ships can go through a certain planet in their routes. I've seen it happen too many times that trade and/or refinery ships begin moving through planets that are either enemy controlled (like the pirates' planet), neutral entirely or have enemies in them, and watching them get shot up/blown up/etc. Of course this makes it more difficult for your trade/refinery ships to be destroyed, but the cost and balancing factor for this
Hey where do the extras download to? I'm having difficulty locating them.
Hmmmm not a bad idea...just put fleets in all the systems adjacent to the pirate base. Move in reinforcements if necessary. 'Course that's an expensive way to get fleet experience in terms of management and total fleet supply. Seems to me the far more effective method (in terms of the game as a whole) would be to just go after your opponent. However, conceptually "farming" the pirates seems sound.
If this game isn't for you then that's perfectly fine, there are oh so many other perfectly good gaming genres to choose from, including hardcore wargaming and simulation. But don't berate the game and its designers for your mistake in making an uninformed choice to buy the game. By the way, while the planet may have 180 population and the asteroid 10, those can be seen as the actual values (reduced for simplicity, not realism) or they could be seen as representative numbers (1 SoaSE p
I'm a fan of hit-and-run attacks on enemy cap ships. Show up, focus-fire their capital ship, build reinforcements in the meantime. Retreat, add reinforcements, repair at repair stations, rinse, repeat, kill.
Vista SP1 isn't supposed to be released until mid-March. They just pulled one patch from Windows update that's supposed to be a prereq to SP1 because of horrible compatability issues. Wherever you're getting SP1 from I would surmise that this is what happens with a pre-release version. I would say wait for the official release and try again. BTW I run Vista 64 and have seen no problems at all with the game. A black screen forcing a hard reboot sounds like an issue with monitor
I'd like the ability to change the facing of your ships so you can line up your formation in a certain direction instead of having them always face the direction that the ended their movement in. This is INCREDIBLY important defensively as the direction your ships face is the direction they fire in. When enemies jump in you don't want to have to waste time manuvering your fleet so their targets are within firing arc. This is time when the enemy can get off their special abilities, take s
Well avonnied if you think about it a campaign is really just the same game with a story behind it; really, just a string of scenarios. Why not write a story or think of one as you play...I would think it would be fun to narrate your own game. And oh yeah go MOO. I don't want to even try and imagine how many hours I've sunk into MOO2. And we'll just forget about that "other" MOO game that should never have existed. Being a fellow MOO player I have to agree with doublethink and say that
I think there should be such an option...I just got done playing a game where the lack of this really annoyed me. I got done placing all my gauss turrets only to find that ships could jump in outside of their range/arcs. I would think it would be very reasonable to at least see this "cone" while placing such structures. Why in the world would a commander NOT take this into account when constructing defenses.
If this is already included in the game and I've missed it please correct me. I think that to be able to view the 45-degree cone around a phase lane that ships can use for jumpswould be an extremely valuable feature to add to the game. It would be extremely useful for planning defenses and for planning jumps. I'm not sure why we don't have the ability to see this already. Maybe the "cone" could be displayed in a slightly different colored overlay that appears when placi
I haven't had a chance to experiment with this so I don't know, but how does the game determine the position that you arrive at after a phase jump? Is it determined by the location you click in your destination star system to begin the movement and jump process? Or do you come in at a random point in the target system? Also, is there any setting to cause the 45-degree arc correspinding to each phase lane to display onscreen? I would think this is an extremely valuable bit of information
I run Vista Ultimate 64bit with an Athlon64 3200+, 2gb of RAM and a X800pro video card. The game runs just fine for me, no crashes yet. If you're seeing random crashes I would first update all your drivers, scan for viruses/malware and then after that see if you can clear out some running programs.