[quote]The key only matters for online play, so LANS can have as many people as you want all using the same copy of the game. [/quote] afaik one serial is good for 2 players in the same LAN game. So if you guys have 6 players , then you only need 3 copies of the game to have a 6 way.
P5y
How about Ironclad hosts a portrait competition for budding artists. the best Advent , the best TEC and the best vasari , get to be included as an OFFICIAL portrait set.
What I would have , is a way for the host to swap around the joiners , so that they are paired with the corresponding player0 , player1 , player2 slots. Then have it so that map seeding is fixed.
Bump - I am also curious too. Is seedings random ? based on your position on the joinroom screen ? or based on who you ally with?
[quote] Still dont see why turrets cant work, I have played HW2 in some massive games 4v4 and with 100's of ships all with turrets etc and I can play the game fine. And that game is 5 years old Rofle...Here is an apple, it doesent look like a pear, it doesen tast like a pear, so i guess it isnt a pear. If you want a pear get a pear but if you want an apple get an apple.[/quote] I have this apple that doesnt taste sweet. Ive had pears and orange
[quote]How about this. When a player is defeated he can continue the game as a pirate. You have a fleet cap of maybe 100 with low to medium ships that respawn after awhile that the player can control and use them them to ruin everyone's economy. Hey its better then being in some kind of spectator mode after you are defeated. [/quote] Lol I can see this being more annoying for the surviving players then fun for the defeated.
[quote]But I am concerned how that will be reflected in the opinions of a wide audience that will not have the luxury of stardock's adaquate beta forum explanations. [/quote] bingo! totally agree with this concern. Even with a sound explanation or something based on proper physics , its only going to be heard by some and accepted by even less. Its a small thing amongst some the awesome graphics , 2d icons , explosions , textures , race variation etc , but its like a pebble in
people like rarities (and now im in the schod fan club X-( ) :P haha
Interesting also anyone else wished the replacement AI would STFU ,especially if your enemies to it
[quote]P5y, I have been watching and rewatching the Xplay video a lot lately, and there does seem to be some drift in the Gamma version. Ships slightly jostling for position and whatnot. I agree wth you a little, at least in regards to cap ships, I wouldn't mind seeing their side guns given a smaller firing arc to encourage the AI to use more "broadsiding" sorts of movement, but not if it means fleet formations go to hell. [/quote] Actually you may be right about the gamma, wh
[quote]I would think that the size (in terms of targeting) and mass (in terms of inertia) would make evasive maneuvers for most if not all of the non-fighter ships in this game impractical. [/quote] Its not really evasive meanuvres that I want , its just small aesthetic movements of the ships , like a little bit of drifting or strafing. Ships feel very static atm ,the problem is aesthetics . Just doesnt feel right and many others have also this same inkling , especially coming from game
I dont usually see campaigns as a way of learning the game as your playing against triggers, but they are good for providing an excuse to plot out more fmv and storyline. @redlab. yes
[quote] Just like schod, you start to create a new argument. Nobody said to sit on that money. So tell me what your going to do with the money instead ? Whatever you want. [/quote] There are TWO things. Tactical or resource. And as ive stressed already. Once you are sound tactically , theres nothing else to do but spend on resource. so guess what , if you dont upgrade your resources then y
[quote] Just like schod, you start to create a new argument. Nobody said to sit on that money.[/quote] So tell me what your going to do with the money instead ?
[quote] player 1: (upgrade) ===> (30 minutes) ===> Profit player 2: (15 minutes) ===> (upgrade) ===> (15 minutes) ===> Profit[/quote] player 1 actually makes more profit , because his upgrade effects his resources for 30 minutes whereelse players 2 upgrade only effects his resources for 15 minutes. Aslong as the cost of the upgrade does not compromise the natural increase in resources from expansion or compromise tactical situation that could lead to destruction of resource
Schod is right tho. . In Sins money in the bank doesnt do anything. you may aswell spend it early because it just means you get a return quicker. Remember that even if you only have 3-4 asteroids when you do an upgrade , you will still be expanding so eventually it will reach 10 asteroids. Aslong as "spending it early" doesnt compromise your tactical situation or the speed at which you expand (killin militia) or upgrade other resources then that is fine.Why leave the money in
wait isnt this the results of the infamous spam vote poll? Seeing Sins comes 7th when it got reset 700 proper votes is a big achievement. We could have come 3rd!
[quote] We will be creating a download library for Sins where people can upload/download mods, replays, etc. i like this idea better. [/quote] Interesting. Will this be intergrated in to stardock central , will it be intergrated in to Ironclad servers or will it be intergrated into a Forum or webpage
[quote] I should point out though that they did no damage at all. Just kinda weird is all... Thats because damage is not linked to when the graphics hit the target, but rather when its fired. [/quote] Im interested in how the engine works for this. If the whole projectile graphic is actually independant of the calculations on damage then it goes a long way to explaining how Sins has great performance. Afaik , it is independant of the project
cool!!
[Quote]Even many of those who were concerned that the Vasari weren't unique enough changed their tune after playing with them for longer periods of time (esp in multiplayer).[/quote] In multiplayer sins , good players magnify small differences between races to achieve maximum gain thus we are indeed seeing differences between the races as schod states many times. Gameplay Diversity check box - ticked. However the diversity in method is rather dubious. Important in a 4x game imo
hmm, you can import .obj. porn mod...
Just wondering if its possible to use the Forged Tools to create your own campaign. And by campaigns I mean being able to setup trigger points, mission-completion objectives , unit scripts etc. Also , will there be an AI that can handle being given scripts rather then playing like Human in skirmish. I remember Age of Empires having a rudimentary way of setting up campaigns.
1) Colony Frigates need to be regarded as "non-combat" so that if you select all pips in a system , they wont get selected with your fleet. 2) Fighters , should be given low priority for bandboxing. the problem is that it is very hard to band box your frigs whilst your fighters are wizzing around. Often what happens is a few fighters get caught in your bandbox and they start attacking the frigs targets rather then continue chasing bombers. Lets have it like Supcom where you can bandbox
Wait.. scr[quote] Ive found that once I have the resources available I like to open up the Tech tree and queue up as many techs as I can afford just to make sure I am always researching, but then later come back to the tree to check on thing, and have no Idea what is researching next, and in some cases have to search just to find what I'm researching now... No a huge issue, but IMO could be improved. Mouse over the research button, it shows the entire