Gimp the f'ing Seige Frigates. I just encountered the mass AI-induced seige rush that many have been discussing, and I won't be playing the game AT ALL until they are dealt with. They are an economic disaster wrought upon whatever empire encounters them. I just burned through 25,000 credits in the span of 10 minutes trying to rebuild/defend 3 planets over and over again. There is no functional defense. They can cause 10,000+ credits of damage in moments yet cost only approx 3,000 to produce
TokenSDragon
Well fair enough, an hour here or there is understandable, but datediff() should still come up with the right day shouldn't it? We're not talking about a timezone difference, I mean the hard parts are actually right: hour and minute, just the day seems a bit wonky. So you're saying on your particular machines it currently says 2 days 1 hour and 58 minutes go to? Eh, as long as I can download it Monday I'm a happy camper... but I would find it uproariously ironic that the most impres
I'm sure this question ranks right up there with the "fuxxor, when did they remove the FPS mode with the gun that shoots like, wormholes in walls that you can wall through and eat cake..." but, if the game is going to be released for download on Feb 4th, why does the countdown show it'll hit zero on Midnight, Feb 5th? :)
wow... anyone else notice the gradient bar in the center? I'm assuming the color change denotes the number of research stations made. Looks like bright color is available tech tiers while darker gradients on the right show you don't have the research stations to open that up. Freakin sweet. Also, nice touch up in the corner of the empire bar. :)
Woohoo! So..... when do we get to pre-register for Sins 2. :)
The required technical features for a good single player would be pretty advanced and completely dissimilar to the efforts made so far to make the game playable, stable, and engaging. So I can completely understand the sandbox approach. Hell, that's all I ever played on Alpha Centauri, and that was freakin sweet. :) However, we haven't seen the tutorial sequences since they've been revamped. It's still possible there's new mechanisms available to code missions based around how
I noticed this only occurred with the new Beta 4 switch to separate Auto-saves from Manual saves, but now neither type of save is ordered by date anymore. Which makes it virtually impossible to pick your most 'recent' saved game simply by the order of the saves. I used to really like Auto-saves since they were... well AUTO, but now with the ordering schema going 1,10,11... 2, 20, 21..., 3, 30, 31, 32, it's rather obnoxious to even track down 'close' to the right save. Also, similarly
Darn... lego totally outclassed my once great obsession Well... guess I won't bother finding better pics of my own version, but here's a few old ones. [link="http://www.fbtb.net/customs/index.asp?section=gallery&gallery=AndrewMSpencer&query=Spencer"]WWW Link[/link] (At least mine has pneumatic landing gear )
Eh... I've got it but it's not all it's cracked up to be. If someone can inform me of a good way to attach images to this post though I've got one better in the same vein.
I've gotta disagree about out-bountying being a waste. I use that to a distinct advantage... for the cost of a few light frigates I can bring a world of hurt onto an enemy system and then sneak in after the bounty drops a bit to pick up the pieces. I actually won a game simply through bountying. I was setting up a super fleet to start steamrolling in after an unsuccessful attempt earlier into enemy territory, and then suddenly "All your Enemies Have been Defeated, You are Victorious!" Sorta
I tested out a more balanced approach and it certainly played much more to my advantage so I'll retract my earlier woes about crystals. (though I still feel they're painfully imbalanced comparated to the other resources). Just a thought, but one thing that might allow for more diversification would be certain basic "shared" technologies that open various research paths from either the military or civilian pathways... This might be far too insane to balance appropriately, but
In a recent game I got thoroughly trounced because of the lack of rewards afforded by extensive researching. For the cost (ESPECIALLY IN CRYSTALS) the gains were miniscule in overall capability. As the AI proved (embarrasingly thoroughly) it was more effective to spam space with weak, simple-tech ships than it was to research "advanced" upgrades for a smaller, theoretically more-effective force. At VERY least, research shouldn't cost crystals or should cost fewer, that one resource b
This is I'm sure another well documented item, but regarding the Auto-Cast Colonization ability, the colonizer in question seems to prioritize colonization over being shot at. In an engagement of a few light frigates, my battleship would take one down with ease, then immediately start steaming forwards for the colonizable planet regardless of the wash of firey-hot-death spitting from the remaining frigates. Manually targetted the next, dispatched it, then AGAIN the fate of th
Fair enough... honestly, I can't say that I could think of a better method anyway, I see how the right-click idea would really screw up folks zooming and rotating around an object simultaneously... so eh, I'll just have to learn the controls better.
Just downloaded the game... mmmm the sweet addiction can begin in earnest. Figured I'd put my two cents in as I encounter them: Zoom to cursor: This just feels "wrong" to me. It causes a "wiggle" when zooming in and out to get the perfect range on screen. This would be vastly more controllable if it were like a "right-click+zoom" option so that both zoom abilities existed simultaneously. Am