The delay between the announcement (something like 'pirate raid imminent') and the actual launch ('pirate raid has been launched') already is random, as far as I can tell. So the window for last-minute bidding isn't fixed. These values (as well as how much bidding influences supply points available) are something that I plan on revisiting once the full modding tools are out.
pndrev
Alright, the last patch already slowed down pirates a little. However, for my style of play, they are still too frequent. For everybody who feels the same, I made this small mod. It slows pirates down to 25 minutes between raids and an initial delay of 20 minutes. I'll have to see what the modding tools bring with them, but plan to update this mod for more fine-tuning. [link="https://www.wincustomize.com/skins.aspx?skinid=11&libid=71"]Mod Download[/link]
The problem was that it was a map that I set up with few planets. The chokepoints were the star, asteroid belts and nebulas, so the Ion Cannon wouldn't have worked everywhere. When the enemy jumps in, he more or less immediately was able to move forward, while my fleet slowly reacted and turned. By the time it was chasing the enemy fleet, they were already at the border of the gravity well. And with gamespeed on 'slow', they were also able to jump at once. It's a bit strange th
Does the AI surrender at all? I think under certain circumstances it would be better if they did...
Dito. The default PrintScreen keymapping doesn't work under Vista.
It gets worse when you try to control movement through a system where you can't build anything - for example when the chokepoint is a nebula, an asteroid belt or a star. How about PJIs spreading their effect similar to culture? Or a new, mobile PJI, some sort of dedicated interdiction cruiser (heck, even a capital ship that can seriously block enemy movement would be enough, if cruisers are too cheap).
Seconded. There is no screenshot folder in which the pictures taken could appear. I tried several times, the game stops (like it's saving the screenshot) but the doesn't appear in any of the Sins folders.
In my last game against the AI, I was more or less dominating the map. However, every once in a while, the AI would send small fleets of siege frigates against my planets. To reach their targets, they had to go through several system, in which I had fleets stationed. The problem was: My fleets couldn't move / react fast enough to intercept them. So basically I had to split my forces into THREE fleets, spread out over three gravity wells to do enough damage to the AI fleets. Is
Yeah, so far the only German store I found was www.okaysoft.de - if you're lucky, your local EBGames / Gamestop might be able to import it as well.
Alpha Centauri doesn't have campaign, it's sandbox. Just as Civilization (excluding the scenarios, which we will be able to design with the Forge tools for Sins) didn't have a campaign. Games of this scale simply don't work properly within the confines of a tight storyline. As for 'not a vote', if this is a petition, we are allowed to speak up on our opinion the same way the pirate issue was (and still is) being discussed. Instead of flaming, bring out your arguments! If y
[quote] What unit fire cannons to other gravity wells? [/quote] Novalith cannon.
Great patch log. Pirate fix aside, nobody properly thanked IC for '-Loading mods supported'. So, thanks for fixing that problem so quickly!
[quote]A campain, is not just maps linked,is a tale, that if told right with good cutscenes can make a game a very good thing.[/quote] Yeah, but how often are you going to play the campaign? Once. Using up developer time for a feature that most won't spend much time playing is a waste. Let's talk about those 'icons of RTS' and their campaigns. How often did you finish the Starcraft campaign as opposed to multiplayer? Age of Empires? Company of Heroes? On the other hand
Lol. 2 hours too long? I'm actually sad when I finish a game in less than three or four hours. I want that epic experience. Sins needs an 'extra slow' more than an 'extra fast' option.
We don't need a campaign, keep working on sandbox mode, AI and modding tools instead! Those are what will keep the game alive in the long run.
Yes, I changed the 'first raid' time to 90 seconds, in order to see if any changes were accepted. I get the 'mod enabled' checksum, so it should be loaded - the pirate timer doesn't change though.
Hm. I copied the entire GameInfo folder to \Mods\SlowPirates\GameInfo With my modified Gameplay.constants included. It doesn't crash the game anymore, but the changes I made (pirate delays) aren't reflected ingame. Guess I'll have to wait for the first patch...
Actually, yeah, I'd like to hear that explanation. (Software developer myself). Doesn't this way make it harder to combine mods? If each mod just had to include the replaced files, we could easily mix'n'match...
Okay, so I made myself a little mod concerning the pirate issue. Since I don't like replacing game files, I tried using the mods folder. My folder structure is like this: \Mods\GameInfo\gameplay.constants When I load this, it gives me a mod 'GameInfo' to select, loads it, but doesn't load the changes from the file. So I tried changing the path: \Mods\SlowPirates\GameInfo\gameplay.constants This however, crashes the game when enabling
Seconded, this would be a great addition! In GalCiv2, you can have custom names for everything, including your own fleets (and enemy fleets, but that doesn't apply to SoaSE).
[quote] In single player you can pause the game so you have time to read through the whole research tree etc. By default this is bound to the Pause key. [/quote] You're missing the point entirely. Please read carefully what we're saying. Also note that we're (well, I'm, but I think the others will agree) that not saying this is a fault of the game. We're not even saying this is for everybody, just that we (as a sub-group of players)
It's not about the decision, it's the research progress itself that is too fast. Basically the only limit is ressources, when time should be another major factor. When your labs are occupied for more than a longer period of time (I'm thinking easily ten minutes for the later stages of the techtree), the decision what to research next becomes a much more important one, adding to the depth of the game.
1) Actually, that was known before release and properly announced on the forums. In any case, I think if at all, it's too FAST, not too slow. 2) Agree somewhat, the pirates are annoying in their frequency. However, the raids themselves can be easily countered, quitting just because they're coming is ... well ... lame. Put a bounty out, and they won't bother you this time! 3) Turn up the game speed. See 1) 4) Quite the contrary. It's underrated. TBS and slower, deeper R
The game already is slow? What? Even on slow, research and building is nearly instant - compare that to the great 4X games of the last years MoO2 and GC2 (may include SE4 as well). When the modding tools are released, I plan on making an 'oldschool' mod that caters for the players that come from the TBS genre. Twitch RTS gamers won't like it, but that won't be the target group of players anyway. ;)
Looking forward to this mod. (If you can't tell from my Avatar, I'm a huge fan of the Empire. :D ) I still have an Empire and an Eldar fleet all painted, too bad someone borrowed my rulebook and apparently forgot to return it. :(