BinaryAlgorithm

BinaryAlgorithm

Joined Member # 2557898
9 Posts 31 Replies 14,608 Reputation

Some observations: * "We lost contact with one of our colonies" message plays repeatedly when a planet is taken that is on the verge of being culturally flipped by the enemy (but nothing actually seems to happen). It may be flipping to them and immediately to me such that I don't see it (one phaseline is above 50% for them in one direction, but they have no active broadcasting in that area, so it's shrinking). * If your culture is halfway to an enemy colony, you should be able

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* It would be nice if fighters were rendered at least one zoom level out from where they are now; the trails are fun to watch as they mass attack a building or cap ship. * Finished up my second game finally; took about 17:45. I can't imagine playing multiplayer with this magnitude and the current game mechanics, but shorter games are possible with smaller galaxies. Perhaps the save/load feature can be used to resume a game online and people can join up knowing their position, and losing

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Here's an example of culture deadlock between star systems. I am blue, and I have eliminated all colonies in this system. The problem is, the culture lines from green and pink will never go away until I destroy their empires. Both have only a few colonies in the next star system, but I am certain that both orange and myself have more culture coming in (in fact, I have 4 consecutive systems pushing in). For some reason broadcas

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>>> Agreed, I've found cannons to be too weak to do any good. Perhaps there should be a long range missle launcher upgrade for the cannons? Or a anti-fighter flak upgrade? I suggested long range launcher above, but perhaps make it an upgrade for the cannon that is researched (I am assuming the finished game will allow building upgrades?). Allows specialization in your defenses. Prevents some bombing of the helpless cannons. >>> The cannons need a bit more punch. Perhap

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I admit that the Kol is a superior battleship. In a cap ship battle a level 3 adaptive shield would help immensely. However, my preference is based on speed. Cap ships always stumble around planets (especially keeping large fleets together), and dealing with buildings and cleanup takes a long time. I was disappointed to observe that the Kol's flak gun doesn't seem to kill fighters, but simply injures them. In any case, it almost certainly doesn't kill more than one at a time, and at high antimat

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I reloaded the save game and there was considerable lag (15-20s) after the loading screen before the 3D items were loaded. I think that's because of the inefficient nature of the save files currently, but it probably won't be a major problem. It's a large map (because I like to push things to the limit hehe). Reloading didn't fix the periodic lag, but I figured something out. The lag occurs when the game is updating my resource numbers, so whatever calculation is done there is becoming

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I've nearly completed a ~100 planet, 10 star system game (is my second game now). The AI is set on medium (10 players in the map, independent, no teams, locked). No roaming pirates, was distracting me last game and not doing any real damage. I now have a greater perspective on this game; the report says 13 hours so far put into this map. Why is it taking so long? I got one word: Culture. But first, let me add some misc. stuff: * Too many colonies = display problems when hoverin

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Culture: Actually I was able to pull 0.2/0.3 culture (being produced, still capped at 10% in terms of effect) in my home system with 5-6 broadcast stations, and also in a foreign system. I am now playing the 100+ planet map with 10 stars. I discovered that culture only bounces off a location if you have a majority of the phaselines covered (so to bounce to other stars you need to cover the current star). Still have no idea how much I am affecting enemies until they actually flip, then I see it h

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This is what I'm suggesting for culture mechanics. Red has 16 culture points. Blue also has 16 (planet's base cultures from population and bonuses from any broadcast centers). The spread rate from the home planet is (100%). The loss ratio per jump is 80% in this example, so from the next nodes the spread rate is (16)(0.8) = (12.8). The third layer is (16)(0.8)(0.8) = (10.24). The middle planet is 2 jumps from both capita

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Thanks for sharing your ideas about these issues. Looks like you're the pseudo-moderator for the time being As I understand it, Shield Mitigation is the efficiency concerning the amount of damage that the shields block. Think of it like armor, but instead of an armor number, it's a percentage. If the shield mitigation were 100%, then the ship would be invincible. If t

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Since we're all dumping our personal desires onto the developer and it's a privilege to be able to even see this Beta, I figured I would ask; What is your priority right now for gameplay testing? Any areas that I should be focusing on in the game to give feedback (I could do general testing, but if there are specific mechanics that are being reconsidered, what are they)?

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I just finished my first game of Sins (Beta 2) and I am very impressed. I have some comments and suggestions based on my experience. Questions: What is shield mitigation? I know it goes up if you are getting hit rapidly in a short time, but does it block damage or decrease their chance of hitting, or other effect? Can I make a capital ship patrol a sector, or use waypoints? What I like: The music, the graphics, the sounds. Feels very realistic. <b

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