[quote]Ye well he doesnt think its a problem with sins anyway cause the same thing is happening with his other games too.[/quote] Funny, the same thing started happening to me a few days ago. Has any solution been presented yet, or is this issue unresolved?
Danome
Have fun suffering the same fate as Halogen. I don't mean to rain on your parade, but Micro$oft can be a pain.
Actually ScourgeOfGod, it actually holds true to the books in respect of the German invasion of Crete (successful) and the German invasion of alien held territory between Germany and USSR (failure). On Earth there was a cease-fire that lasted until the Germans messed it up, leading to several border skirmishes, ultimately leading up to the human evacuation and nuclear bombardment of the planet. Human tech, at the time of the game, is either on par with, or almost on par with th
Yep, capture the pirate base and it gives you a very nice income.
I want a pink space pony action figure!
Hippos = Crazy Amazing Piercing attack, which is essentially anti-air embodied. Gargs= Probably the same reason, I wouldn't know, I never played undead, I'm more of a NE guy.
I'd imagine that they rotate the camera in combat for the cinematic feel that it has, at least thats why I do it (Assuming that it's a one-sided fight and I don't need to micro).
Adding an ungodly amount of fighters/bombers will make (most) frigates and cruisers much less effective. However, it would put quite an interesting spin on the game. Edit: I would love to see some screenshots of the ensuing madness.
Reverse engineering would throw a very interesting twist into the game. Personally, I'm all for it. Perhaps it would be best to have (as stated above) a low "Drop rate" for reverse engineer-able debris, and once found you could use the debris as a sort of currency in a special tech-tree. If implemented it would throw something really into late gameplay, as well as possibly being able to turn the tide of a game. More detail on the "tech tree" idea contained below. The tech tre
I really don't like the idea of requiring research to have access to any/all/some capital ships. Capital ships are expensive, thats plenty enough hindrance for me. All capital ship fleets are downright deadly to the current AI, but I have a very strong feeling that the strategy wouldn't hold up at all against a human player. (If I see a capital ship, taking it down is my first priority) The problem with Capital ships currently being "overpowered" isn't that they're overpowered, it's jus
I like the idea of asteroid fields/ice fields/ext, spatial anomalies would add a bit more variation into the game, and variation is typically a good thing. Mine-able asteroid/crystal/debris fields definitely have potential, I don't know how they would effect gameplay, however. I think that the best case scenario would be if they would provide a small (but noticeable) amount of income to whomever owned it/mined from it/had a mining installation near/in/on it. It would be a definite plus if th
I don't like the idea of having to research capital ships, their cost should be enough of an inhibitor. I really like the idea of being able to choose your flagship, that would be quite interesting to see what people choose.
I've already said this on our forums, but the new wallpaper looks awesome, keep up the good work guys.
I'm quite happy with the support role that cruisers currently play, as far as I'm concerned, they don't need to be buffed at all.
We'd better be careful if we don't want an easter-egg movie to find its way in-game involving space ponies... Why would we not want that?
You could always just alt+tab, it doesn't pause the game.
Logic? Tell me more of this "Logic". Serious note: Thanks for the correction.
There are currently techs to expand the amount of logistic slots on Barren worlds. (Making them incredible in the process.)As well as techs increasing the amount of people on Terran worlds. There is also some upgrade concerning ice worlds, but I do not remember what it is off the top of my head. As much as I like the idea of having more slots, it would mess with balancing quite a bit. I find that the only problems I have with logistic slots is when I play in a very small universe
This sounds like an excellent idea to me, comm. chatter would be really cool.
Info Cards Battle/Combat cards: I use these when I am unsure of the location of a planet, or am simply interested in quickly jumping to the action. I don't use them very often Bounty cards: To be honest, I try to ignore these. When I want to find a target that can earn me some quick cash, I hit F1. Research/Economic cards: Never really bother with them, It's easier to just press F2 or to click the icon at the top of the screen for research. With the Planet upgrades a
It slows time allowing more work to be done (assuming that the workers are not effected by the slow-down)
Personally, I think that game ending/fleet devastating/total economic collapse-grade super weapons are a very bad idea. However, I do like the idea of super weapons on a smaller scale, provided that they are likely one-use, expensive, take a small amount of time to "charge" before firing, have a large anti-matter cost, mutually damage friendlies and foes alike, or is just an amazing buff that can be temporarily applied to change the flow of battle.
If stealth units were to be integrated the stealth capabilities would either need to be timed, or there would be a sudden need for detector units/structures/abilities. Although I'm not a big fan of the idea, I do think it would be an interesting twist.
Hey, I'm new, so I apologize for any repeated observations. Upon getting the beta up and running I decided to go ahead and dive head-first into the game and figure out things as I went.So, I went ahead and maxed out the number of planets and only had two stars, the ensuing chaos was amazing. I'm happy to say that this worked surprisingly well and that the game is quite easy to catch on to. (Assuming one has a decent RTS background) After playing my first seven hours of Sins of a Solar Em