Paradoxnt

Paradoxnt

Joined Member # 2701499
11 Posts 1,209 Replies 845 Reputation

Sigh, Matty_P, your aggressiveness in this post makes it hard for me to say I agree with you in that I too would like orbiting planets, gas giants, moons, asteroid fields, radiation belts, nebulae, accurate solar and galactic models and so on. I ESPECIALLY would like open connection maps. Keep in mind though, that SOME of what you mentioned might even make the final release...if not, then it will be included in the engine to the point that it can be modded in So, by all means

35 Replies 64,924 Views

Bingo! Give Stratteggi a supersized cookie...unless he is into healthy eating, in which case make it a regular garden salad with house dressing. So Matty_P, if you want ship collision = draw type tactics because you think they are realistic, then you are looking at the wrong game. Besides, it isn't like ship collision tactics would actually represent realistic space combat anyway. Let me give you a little lesson (lecture <img src="http://images.stardock.com/gc2/T_DL/smiles/Wi

36 Replies 11,196 Views

Haha, I prefer it as well, so that is now 52% in favor of open connection maps. Don't worry Lordkosc, from what Blair said, I am pretty sure the standard game will be Phase Lanes with special open connection options for modders. That will be enough to satisfy me.

211 Replies 76,154 Views

Hold on JSInvader, Matty_P is saying that 'realistically' the crew can abandon ship prior to ramming and that the enemy will happily pick them up and give them a life of luxury....THAT is Matty_P's concept of REALITY! I suppose you could say that 'realistically', your ship's crew could abandon ship just prior to impact...but the enemy commander might not be so inclined to pick them up after a battle. Let's face it, you probably used the ram command because the battle wasn't going well

36 Replies 11,196 Views

Oh no, don't let the monkeys fly. Common people! Didn't you see Planet of the Apes? If you didn't, let me just say it goes badly for us. As for realism, I am betting that Ironclad will give us the options and tools necessary for what we want. We will likely be able to mod in open connection maps (multi player might even have an open connection map option). I think we will have massive tools for shaping research trees, abilities, models, effects, scale, and so on. So, for

47 Replies 15,381 Views

As much as I would prefer an open connection map for the basic game, Blair Fraser indicated that Ironclad is leaning in the Phase Lane direction for a more controlled and less frantic gaming experience. Of course, this could always change. Just don't count on it. Ironclad thinks that a open connection map might turn off a lot of potential buyers. They may very well be right. I really wa

211 Replies 76,154 Views

Problem: -The game seems pretty heavily favored for the defender. If you take a key system, and build 20 Defense Hangars and an Inhibitor, it is extremely hard for even teams of 3 to get through. This 'Defense Rocks' concept could cause many stalemates in multi player. Ways to fix this: -Perhaps by forcing Phase Space Inhibitor platforms/ships to use Anti Matter to work, attackers could try to hold out until they were able to jump to the next more vulnerable system.

482 Replies 352,134 Views

Some AI problems (and yes, I play on hard): 1. AI attacks my borders for a bit with small forces. Once it loses a couple of fights, it usually doesn't EVER attack again. It doesn't even try to build up a massive force to attack at a later time. Nor does it try to get an alliance for the sole purpose of taking down my stronghold. Nor does it try to isolate me by building up a defense of its own. 2. When I attack an AI stronghold, and lose, the AI doesn't take advantage of

294 Replies 242,440 Views

Hehe, it is kind of funny that anyone who posts that they prefer the Phase Lane concept ALWAYS add that they want it changed in some serious way. As for the problems Rebellion had, this game would not apply. The early warning sensors that detect incoming ships would be accurate, unlike in Rebellion. And the ships move slowly enough through Phase Space that you should have enough time to send a closer fleet to intercept. I do recognize the problems that an open map would have

211 Replies 76,154 Views

A Steven Seagal mod for SINS? What would it be about? Empires could have a diplomatic screen where they would send each other messages about past fictional CIA operations and fights they won. The Emperor that gains the most weight while bragging about BS is the winner. Hmmm, that actually sounds kind of cool...forget a Star Wars mod, let's do something that will really make gamers notice.

1,324 Replies 1,499,522 Views

I’ve played a few games with the latest patch ( v0.62.010) and have noticed some new issues. 1. If enemy ships attack one of my planets while I am building a Phase Jump Inhibitor, their ships will sit around doing nothing. I can fire on them, and they will still do nothing. Once my Inhibitor is finally built, they start attacking again. 2. I’ve noticed that Empires that have been destroyed still have a culture effect. 3. I’ve noticed the occasional slow down while pl

294 Replies 242,440 Views

Hmmm, having anti matter power the inhibitor is a great idea. Maybe the same could be used for the shield generators (although I would prefer it if the shield generators were part of the planet).

17 Replies 35,821 Views

They should at least wait until AFTER the research stations are built before allowing advanced research.

10 Replies 5,686 Views

Hey Major Stress, although I am mostly a Star Wars fan, I should be able to help with scripting. I did a lot of work with Homeworld 2, and a bit with Space Empires V (until I realized that game just sucked too much to be worth my time). Anyway, I would be happy to lend a hand. As for poly and objects counts, I think this engine can handle quite a bit. Also, we are all going to need powerful machines and graphic cards to play the basic game anyway (hehe, I saw a post from a guy compla

31 Replies 19,794 Views

I'd love it, but for gameplay reasons it might not be implemented...but we might get lucky and have the rare single or double moons. All I am asking for at this point is the ability to make modded/custom maps that have moons and uninhabitable gas giants . That way gameplay wins AND modders win.

10 Replies 4,519 Views

Well, why else would they even have debris if they didn't plan on using it with a later update.

8 Replies 3,718 Views

I used to like the effects for the Corvette Pulsar lasers and Battlecruiser anti strikecraft lasers in Homeworld 2. Maybe ships that use lasers could use a similar beam effect to what HW2 used to use.

17 Replies 6,883 Views

If we can remove shield effects altogether without removing shield values, then great. I love it when the easiest things to do are also the best things to do. I also wanted to mention that there will be Star Trek fans/modders posting here. There is no need for anyone to spark off a Star Wars versus Star Trek forum war. In fact, politeness and working together for modding purposes only benefits all of us and SoaSE....ughh, I am starting to sound like a sniveling, cowardly, overly dipl

1,324 Replies 1,499,522 Views

Hmmm, if you can assign Star Wars ships a shield value without giving them a shield effect, then that would work perfectly. Better yet, it would be the easiest and simplest thing to do. As for your Star Trek mod, shield effects will be easiest for you as the game's default shield system (at least for the TEC) is comparable to what Star Trek uses.

1,324 Replies 1,499,522 Views