Balancing of any kind at this point in time will be useless. As Lock Eye said this is only the 1st beta, and it is only to test system compatibility, performance on a wide range of systems, and very basic game play. The purpose of Beta 1 is to make sure the game WORKS. There will be many more updates to come. TEC still has much content that is not enabled yet, and we have yet to see the Vasari, or Advent in action. I do agree that Armistice is kind of annoying right now. Because 9 of 10
Major Stress
Lets wait for the other 2 races, and the rest of the content to be incorporated in the game before people start screaming "Oh Noes! IMBA!" Right now beta1 is only to test system compatibility, and very basic game mechanics. Looking though the files there is MUCH content that is listed, but is not in the game yet, and this is just for TEC. I for one don't want to see unit caps. The amount of units you can field should only be limited by your upkeep cost. I am in the middle of a fierce 4
1st What modeling program did you use to create the ships of Sins? I'm a 3dsmax user myself, but i am just curious as to what the dev's weapon of choice is. Will there be a .Mesh importer released with the mod tools? and is there any program out now that i can view the .mesh files with? Where are the map/universe files located? I cant seem to find them in the gamedata folder, or anywhere for that matter. I want to see if i can mod out the phase lanes for my own personal experi
You can also run the game, and activate though the game menu. That worked for me.
The z axis movement while it exist it is not fully implemented in the game play yet. I have seen some battles move upwards and downwards (basically to avoid an asteroid), I havnt tried this yet, but is it possible to place structures along the z axis using the tilde key?
They are "supposed" to look like scrap heaps. They are trade, and industrial vessels converted into combat ships. The Kol on the other hand reminds me of the Kushan destroyer from Homeworld. I do like that older version of the Marza. That "BFG" looks allot more intimidating.
I used Armistice once, then turned the ability off (it was auto set). It stopped the fight just when i DIDN'T want it to stop
LOL! I didnt know that ether. Thanks kryo
AMD Sempron 3100+ (1.8 gig clock), 2 gigs pc3200 ram (400 mhz clock), G-force 6600gt 256 meg vid card. Asus k8n MB with built in sound, running WinXP SP2 (I wont touch Vista with a 10 foot pole right now). My computer has no issues running games made earlier than 2004, but definetly has problems running games like Supreme Commander, CoH, or others made '05, and up that deal with high end graphics.
Capitol ship ability's start out auto activated once you level them up. Granted i would rather control the ability's myself, but if you have over 100 ships fighting it out that makes things a little difficult. Still you have the choice of doing it manually, or letting the AI do it for you. I would like to see an auto level up feature for the cap ships. I don't think the combat is that bad at the moment. It is still a beta, and many things are not in the game yet. I would like to see th
Thank you for the response Blair, and thank all of the posters for keeping this thread civil Allot of good points were made on both sides of the issue. I dont understand how the fully connected map broke the game for you guys, but ill take your word for it. I can live with the lane system as long as it makes some sense. You shouldn't have to travel to a planet right next door via a planet on the
I see your point there kyro. The question now is how do you avoid possible stalemates like the OP suggested? Research the ability to form new phase lanes maybe? As it stands right now the AI is way to easy to beat just by blockading it.
Earlier builds of the game didn't use the phase lane system and it was pretty chaotic. The AI was essentially able to jump into systems with impunity and destroy everything in short order before the player could get his forces into place to respond. Basically the game was an immediate degeneration into whack-a-mole tactics. If you included tiered jump range research wouldn't that eliminate some of the "whack a mo
Sorry about the double post above. Internet messed up. It seems most people that post about this subject agree, and don't like the space lane concept. There are allot of good suggestions on alternatives. There shouldn't be any "choke points" in space. Space is vast, open, and unrestrictive. You should have access any area of the map IF you have the tech researched, and your ships have the range to reach the destination. If you want to fortify a planet then fortify your capitol
I posted a reply in the beta gameplay section about this, and i totally agree with you Paradoxnt. My thoughts on this are like yours. Do away with the lane system altogether, and make it so you can jump anywhere on the map as long as there is a gravity well present. However redo the research so that you only have limited range to start with. Then as you research jump range more then more planets, and systems will open up to you, and be in reach. Each research should be very expensive so
I have to say that i totally agree with Paradoxnt about the fixed Phase Lane method of travel. I was able to do exactly what he mentioned about fortifying key planets. By doing this you can pin down the AI making the AI opponent totally ineffective. If you have 2 gauss cannons by the enemy's entry point, a jump inhibitor, and a small fleet built in that system then nothing is going to get through short of a massive attack with battleships, and dreads. If you do this near the AI's home system the
Forgot to add in my post that an "espionage" function would do wonders.
For a 1st beta i must admit this is a fine piece of work Ive only had 1 crash so far but was able to play though many sandbox games error free. Only thing i can offer so far are suggestions on improving some things. 1) Better build animations... right now it just looks like a thermometer rising (i really dislike this). Is it possible to get some scaffolding around the objects that dis
I just clicked yes when it asked if i wanted to send the dump file. I crashed right at the end of the 2nd tutorial during the transfer back to the main menu (least i am assuming it was sending me back to the main menu). The game itself ran flawlessly during both tutorials up until that point.
GF-6600gt here and i got glowing rocks
Nexus was too "Point, Click, and Pray that it works" I felt like i had very little control over my units. It was a very good looking game, but it lacked gameplay IMO. Nexus suffered from a very poor marketing campaign, and lack of support. I dont foresee Stardock abandoning this jem anytime soon
Expect more pirate behavior and interactions in future versions It is very limited in beta1. YARR!!