I built a Repair Station and when I clicked on it, I encountered the following error. Failed to find StringID: 'IDS_SUPPORTABILITY_REPAIRTECHPLANETMODULE_NAME'. NOTE: Any following StringID failures will be supressed. I had researched increased repair speed as well. My system specs are Windows XP SP2 (including all recent updates) ZoneAlarm Security Suite Firewall/AntiVirus P4 3.2 (Hyperthread enabled) 1 Gig DDR 3200 RAM in dual channel 2 Hard
Paradoxnt
Hmmm, the idea of having huge gravity wells with several planets/moons and asteroids in them is extremely enticing. This way, the developers could have Phase Highway choke points AND we could get some pretty interesting multi sided battles over the entire gravity well.
Okay, 300+ ships? You must be playing on high resources? If you are having an issue with economies being boosted artificially, then don't select to boost them artificially in the game setup. I wouldn't know about this problems as I've been playing all my games with low resources. Hmmm, I guess I should try out high resource games before I comment on them any further.
Okay, I reinstalled Stardock Central and then reinstalled the archived Sins file (this time without any crashes). Now I can update the beta to .61.009 without problem. Maybe my older Stardock Central install was corrupted somehow.
Hi, I've been trying to get the beta patch .06 004 through Stardock Central. I don't get the option to download it. In fact, my Stardock Central doesn't even acknowledge that I have SoaSE beta installed. I think this problem is likely related to how I installed SoaSE beta on my computer. I don't have high speed right now, so I had to download SoaSE on another computer and archive the install file. I transfered the file to my computer and used my Stardock Central to install the game.
Thank you Blair for explaining the problems with the fully connected maps. I really just needed to hear from you that Ironclad understands the problems that we are seeing with the present Beta 1 Phase Lanes. Now that I have a better understanding of what you are trying to achieve, I am sure whatever Phase Space system you finally implement will be fine. **Here is my last suggestion about Phase Lanes that will actually satisfy EVERYONE: Simply make it possible for us m
Thank you for your quick response Blair. It really was neat to see how many people responded to this topic. I really just needed to hear from you that Ironclad understands the problems that we are seeing with the present Beta 1 Phase Lanes. Now that I have a better understanding of what you are trying to achieve, I am sure whatever Phase Space system you finally implement will be fine. **Here is my last suggestion about Phase Lanes that will actually satisfy EVERYONE: <br
As well as they should be. Flak Frigates should be about as effective as fighters at killing bombers. Still, I would give the fighters a bit of a speed dodge modifier so Flak Frigates don't kill them as easily as they do bombers. In order to counter Flak Frigates, fighters and bombers need to be kept inside their hangars until the frigates are destroyed. Also, standard capital ships should have even more trouble hitting fighters/bombers with regular weapons.
I've started on the end of a Phase Highway line playing the beta (ie, only one direction in which to go). If a player started on the next gravity well over on that line, I would have to go through him or die. If that player defends his homeworld (with fleet and platforms) while sending out a tiny force to take empty planets/asteroids further along that line(s), he can expand while containing me. Then he can crush me easily. To say it is my fault the game placed me in a trapped dead
Thanks LordPixie. You mentioned MOO2 in your post and yes it did have tech/research that could slow ships in hyperspace (as well as tech/research that offered teleportation or the ability to change ship orders during hyperspace movement). MOO2 is pretty much the grand daddy of all space empire games, and was the benchmark for a long time afterwards. I'm thinking that if Ironclad removes forced Phase Highways, SoaSE might be the next big benchmark for Space Empire games as well (instea
Yarlen is concerned that by removing forced Phase Highways, we will only have chaos (hehe whack-a-mole). I have to personally say that the idea of unlimited options for attackers is kind of appealing because it would actually be original and realistic But myself, DRavisher, Major Stress, JSInvader and others all offer valid ways of avoiding making game strategy 100% offense. Jump ranges can be
Damn, JSInvader made a good point. Can you imagine the problems forced Phase Highways are going to cause in multiplayer. You could play Team games and never see or be able to reach your teammates. Imagine how the poor player who gets stuck between two hostile teams with no ability to expand or reach his own teammates is going to feel. Even regular non-team multiplayer is going to suck with forced Phase Highways. One guy starts at the end of a highway, and has an opponent in the next
DRavisher is absolutely on the ball with his idea. Great idea! Players should have the choice of building platforms that can create and maintain Phase Highways between selected colonies. This way, using normal Phase Space Jump Drives, our ships have the freedom to go where we want them too (baring possible range limitations based on tech level or the number of destinations that they can actually see). And, for increasing range and travel speed for FRIENDLY ships, we can create Phase
Thanks DRavisher
I really don't like the beta's Phase Highway system. There should be no artificially forced space highways in the game. Okay, I've said it. My friends and I were really hoping that this game would use a less constricting movement system more like MOO or Rebellion for traveling between gravity wells. The Phase Highway concept has been bugging me since I've started playing the beta. I've been quiet about it till now (mostly) because the beta has a lot of potential in other areas. But i
I really don't like the beta's Phase Highway system. There should be no artificially forced space highways in the game. Okay, I've said it. My friends and I were really hoping that this game would use a movement system more like MOO or Rebellion for traveling between gravity wells. The Phase Highway concept has been bugging me since I've started playing the beta. I've been quiet about it till now because the beta has a lot of potential in other areas. But if we don't say anything n
Hi Jamatang, my suggestion about orbiting planets around their stars was about forcing Phase Lanes to shift around. This way, backwater planets might suddenly become key positions in the Phase Lane system, and vice versa. The point of this would be to limit the possibility of multiplayer stalemates. Granted, I admit that this particular solution is a bit complex and nobody wants to be the player who gets screwed because of it. I explored this idea because I am worried that SoaSE mult
Hi Blair, here are some more suggestions...as if my last post here wasn't long enough #1. Construction Frigates: The Construction Frigates should be removed from the game. As they are now, they spend most of the game sitting around doing nothing but getting mixed up with your fleet icons and slowing down older PCs. They can't even Phase Jump...not that there would be any rea
Fighter Icons and those damn Construction Frigate Icons often get in the way during battles, leading to confusion. I don't think much can be done with fighter icons without making them totally autonomous...and I think a lot of people would be very upset with that. As for the Construction Frigates, I have an easy way to get their icons out of the way. Take them out of the game. They can't Phase jump and spend almost the entire game sitting around doing nothing but getting in y
Haha, that was an entertaining post. I personally love Homeworld and Galactic Civ II...although I never played the first GC Still, even though I get that this isn't Homeworld 3, I would like to see a few changes. If these desired changes incidentally seem to be Homeworldish, then so be it. -Gravity Wells need to be much larger..at least 4 times larger bare minimum (10X would be a Homewor
I always liked the Homeworld backdrops in how they were beautiful, but changed with your viewing angle.
Yeah, Pirates that actually raid your areas would be cool. I find the pirates also play the same part as the Neutrals do in Warcraft 3. They prevent rushing while offering a bit of a power up and challenge prior to meeting your opponents.
I think the Kol is a bit small too. I am a proponent of making all the ships closer to scale, including a larger Kol Battleship.
Yeah, it meant you had to play EVERY mission at least twice.
Yeah, I find the speed balance pretty good as well. I've been playing without pausing to see if I ever feel overwhelmed. So far so good. I am satisfied that this speed setting can be kept for the retail version. But I am not saying that an option to set game speed for single player or for multi player wouldn't be a good thing.