So one thing I think could be cool, and this is kind of stealing the idea from fallen enchantress, is making the environment have more character i.e. wild lands. Map layout is varied right now but there is all repetition in the individual systems. You see an ice planet any where on the map and you pretty much know what to expect. They need some more variety, more than just different planet types. I am taking about giant nebulas that engulf multiple systems. Ones that act similar to ho
SteelFin
The past few years there seems to be a flood of space strategy hybrids. Star Drive will have moving orbits, ship design, even taking control of ships and manually piloting them. I am not saying any of these games are or will be better. SOSE has been in my library for a very long time. Longer than many other games. For me, SOSE 2 would really need to bring something new, not just a graphics update or a few new features. Don't change what is great about the game but it needs some innovation
[quote who="Protoplazm" reply="16" id="3186829"] I can't imagine that people prefer to zoom into individual ships to target units in a grav well instead of using the empire tree; Idk, but I guess there is some secret to mitigating the jumping tree that everyone else is up on.[/quote] I've never once used the empire tree and i've been playing Sins since 2007-2008 (whenever the first one was released). So maybe the secret is that people don't use it as much as you&#
Great mod for Diplomacy I can tell it is going to be even better for Rebellion with what I've seen so far in the beta. One suggestion I am going to throw out there. (I've been meaning to try this for my own mod). I like bombing planets into the stone age but as rebels, this seems out of place. Maybe you could change the bombing graphic to the colonize one and remove the planet explosions but still keep the damage modifier? This way it "appears" as troops are landing to recaptu
Not saying this is the fix but doesn't culture prevent SttC? Couldn't you use that to slow it down and catch the VL fleet or pressure them to move on?
[quote quoting="post"] I don't know who came up with this quote for the TEC Rebel titan, but it still makes me laugh when I hear it. Two thumbs up to the clever mind who wrote that line. [/quote] It was my idea! BTW I put the lies in replies
It would be interesting to find out what the developers had in mind for the role of the KOL as well. It would help in understanding why it hasn't been tweaked despite a general consensus how lack luster a capital ship it is.
I have to agree with the crowd here. Unless you're experiencing crashes preventing you from playing the game, what we got was pretty much as advertised when the game was first announced. The only thing (and I might be remembering this wrong) that we didn't get was linked scenarios.
If i recall, ships position themselves based on damage output so you could get it not to broadside by upping the beam damage in the front or back of the ship however it will then face that direction and many of the side guns will probably not fire. Only way I think you can get what your looking for is to adjust the hard points on the model itself so that they are on the sides but point in a frontward direction as well.
Endless space is a good game but its combat is nowhere close to the feeling of combat in Sins. I am not saying it is bad, it just seems like much less of a focal point in that game and doesn't seem to be innovative, just different. I own both and I still play sins way more.
Awesome mod but I always struggle with getting the economy going which generally leaves me stuck behind a militia heavy planet for longer than I'd like because I don't have the ships to break through. I read the strategies you have posted but it doesn't mention economy. I've changed up my play style and this seems to be the most effective so far: 1. Upgrade my home planet to the max. 2. Build a capital and mostly cruisers, then take an aste
Scouts and a carrier with a fighter compliment seem to work well too.
Dynamic experience - Experience gives bonuses based on the enemies faced and the battles outcome. The more a particular capital ship fights say vasari, bonuses are given against that enemy when leveling up. So a shield phase block bonus for example if it has survived many vasari battles or a shield penetration bonus if the ship has won many battles verse the advent.
[quote who="Timmaigh" reply="90" id="3183370"]... i know people were asking for getting rid of AI surrendering, it happened even to me, that as i prepared for final major push before, AI surrendered...[/quote] A diplomatic option to demand surrender by the player would be great to initiate or signal that "I'm done and want this fight to be over so re-evaluate your circumstances and consider surrendering as soon as you're losing badly". Not to say that the AI should never surre
The AI seems to be smarter this time around although I do though understand it is situational. As humans we have bad days and bad games but we expect the AI to always be top notch for every situation regardless of how we play. It should though at least put up a fight. Having played that many games with poor results from the AI is convincing that there is an issue there. Maybe it is type specific. Were they aggressor AI's? I've only played a few games on the rele
Keep in mind a few things. Making patches cost money and balancing isn't as easy as some claim it is. One change here could result in some new exploit in an area you never would have thought would be connected. You think it is bad now, if every suggestion was implemented, MP or SP recommended aside, we'd have some seriously f'd up balance. What time can be spent on a patch is probably limited and if they choose not to address the balance issue you're specifically passionate ab
They seem to release updates on Tuesdays or Thursdays so your best bet is to check back in a few days.
Probably to counter the vasari starbase moving between grav wells ability. I can't imagine they would change it without a good reason.
That's no moon. It's a cheese ball :P
I think more time wouldn't be a bad thing. There might be counters we just haven't discovered yet. There must be other ways to pressure someone who is going straight for a titan. I think the key here is making them a bit more risky for the player who builds one if they race to it. If you weaken them too much, their role changes. It truly is as ZombieRus5 stated what the developers want the titan class ship role to be, and just maybe it is different per faction.
[quote who="Mr. Haze" reply="3" id="3098367"]I'm fairly certain their intended role was disabling Titan passive regen. Whether they work for that role or not, I don't know, I just reasonably presumed fielding them against Titans would just get them swatted by the dozen.[/quote] I was thinking along the same lines. They could be a way to keep tabs on and harass low level titans until your fleet corners it. They could be decent s
I haven't played online yet but if the notifications were working, wouldn't the person going straight for titan be very vulnerable to a rush (on a reasonably sized map)?
I've played 3 lengthy games of the beta so far trying to figure out how best to use corvettes. The do work as great fodder for starbase assaults against TEC keeping the beam weapons occupied but other than that, they haven't been all to useful. When I have them in my fleet, I usually have to replenish their numbers because they die so quickly. In my last game, I didn't even bother with them past early game. Anyone find other uses for them yet
I agree wth SithLord. We don't want to discourage them as a viable option. Make them level much slower or something else to balance them out rather than making them more difficult to acquire.
Beside the resolution options are an off, low, medium, high settings for shadows.