FleischWesen

FleischWesen

Joined Member # 2984268
2 Posts 28 Replies 94 Reputation

funny thread. complaining about elitism, but then proclaiming that your way to play is the right way, denouncing clans (besides your own clan of course), labeling all competitive players as cheating assholes etc etc, just to make us understand that YOU are the best and everybody with a differing opinion is an idiot. And a game that has truly benefitet from competitive gaming ? StarCraft, maybe !?

50 Replies 50,456 Views

I'd like an era that even a non-SW-nerd who doesn't have a full collection of books can identify with :p So I think something slightly post-ROTJ would be best.

1,324 Replies 1,497,100 Views

My current impression is not that the game is too slow, but that the game is WAY too much a RTS. Once you have played just 10 or 20 games the unit counters are obvious, the tech choices easy to make and there's not much else to do besides fighting. And then you spend most of your time waiting for an interesting fight to happen or maybe mopping up planets after a fight. But there's nothing else to do with the time you gain with the slow speed.

41 Replies 68,345 Views

Hi, is it possible at all to add additional shiptypes to the game without removing existing ships or creating a whole new faction ? From what I've tried so far it seems new ships just don't show up on the UI and I couldn't find a way to change that in the *.window files or anywhere else either. There also seems to be no way to add another production building besides frigate factory and capital factory. Adding a third fighter-type to a carrier or capital ship crashes the game for me when loadi

1 Replies 2,965 Views

suggest renaming thread to "Multiplayer - I suck at strategy" Seriously. You get beaten in one game, BECAUSE your opponents had better strategies, then you run to the forums to claim there is no strategy. To top it off you call "OMG TEH ZERGING" and say there is no strategy in the most strategic RTS that was ever published so far.

35 Replies 39,472 Views

gameplay aside (omg, plz don't nerf siege frigs): How do you "deploy" something in space ? And how do you stop something ? and what difference does it make whether your ship is moving or not ? etc etc etc also, how "small" is a frigate really ? 200+ meters long ?

2 Replies 4,782 Views

[quote] You don't know many top players do you? They can and have switched from one day to the other; adaptation occurs over a few games once mastery over one race has been achieved. It's all in the micro, knowing how units work, and knowing the build orders in advance. You give yourself and the top players too little credit, barring that you just may plain suck at RTS games or that one in specific. It takes one game to figure out what builds what, it takes another game to get use to the hot

101 Replies 112,097 Views

[quote] It was the entire basis of my race selection, opening cap ship selection, research into hangers, my selection of fighters instead of bombers, etc. [/quote] Unless I'm mistaken fighters basically suck against siege frigates.

105 Replies 71,042 Views

I don't have 3ds max and I'm no 3d-modeller, but there's nothing "proprietary" about tangents. I won't try to explain it because it still kinda confuses me myself. In the end the tangents and the normal define an orthonormal basis, which corresponds to texture coordinates. This allows us to store normalmaps in "tangent-space" and reuse those normalmaps on different objects (or a different part of the same object), so the (main) point behind all this tangent stuff is saving texture memory. An

202 Replies 382,887 Views

Im interested in helping with coding and scripting. I'll also give my useless opinion on anything. I might be able to provide procedurally generated planet and starbox textures in the future if there is a need for it, but with the limited amount of plants in the game and the number of good textures that already exist I guess you won't really need them. I have done a few sprites and UI textures for my own projects in the past... but you'd immediatly recognize 95% of it as programmer art :/ <b

1,324 Replies 1,497,100 Views

If you play a 7 planet 1v1 map with speed on fast and resources set to high it's pretty much a RTS. On slow speed on a 100 planet map it certainly plays more like 4X.

41 Replies 63,148 Views

[link="https://www.sinsofasolarempire.com/downloads.aspx"]https://www.sinsofasolarempire.com/downloads.aspx[/link] -> Game Replays :-P

9 Replies 19,803 Views

[quote] That would be called "balance"... even in the all-hallowed Starcraft you had to have an equivalent resource base to compete, and an equivalent number of supply/power/control points to fight on an even basis.[/quote] Too bad it isn't true. If you simplify things a bit zerg needs more gas ( = more expansions) than protoss and terran, protoss needs more minerals than terran, protoss needs more supply or "higher" tech against terran, zerg can kill a moving terran force with lower su

50 Replies 12,211 Views

[quote] The two sides play nothing alike from the very start. TEC don't need to pump out fleet upgrades right off, Vasari do. Tec have shield regeneration capabilities, Vasari don't. Vasari have mobility upgrades and powerful disabling and planetary bombardment weaponry, TEC don't. Yes, they both have a basic frigate, a missile frigate(sort of, we're being loose here, a look at the damage types reveals that torpedo frigates are designed for nuking capital ships in part

50 Replies 12,211 Views

[quote] the release version will probably be the true final beta. =/ Im sorry but that statement is just a pile o' shit. How many betas have you participated in? Hell, How many games have you bought on release date recently? Seriously, This game is more playable in its current form than any other game I've played in the last 2 years. Ive had 0 (zero) CTD in playing extensively for 2 weeks. What bugs there are get aknowledged and squis

50 Replies 12,211 Views