High resources went out the window in 1.03, for no reason that I can tell. There's an option to increase the speed at which all resources accrue, but no option to change the # of resource roids any more. I've never really had trouble with what you're describing, though. The allegiance is a pain, but between a few broadcast towers and a few techs, you can get pretty much an entire star system if you're willing to relocate your capital, which you'll usually have to on larger maps. As f
amishmonster
It doesn't happen QUITE as often as it did in the last patch, but the AI needs to made a lot gutsier for the epic battles to actually happen, whether or not running is often the "better" idea.
It's fun, but for some reason I (and, judging by the boards, tons of other people) have been getting a consistent crash at the end of the mission "The Betrayal of Kilian Qatar", and there's no fix for that I can tell. Has anyone else been having this issue or know how to fix it? It's making the game literally unplayable.
[quote]well I read the changelog and I KNOW it isn't the final changelog, but I'm concerned that I didn't see anything about the ability to have options when it comes to resources/resource asteroidsI surely hope we are given the ability to set the resource levels like we were in 1.02 and previous...[/quote] I also want to see this option make a comeback...since 1.03 I feel like every game I play has an excess of credits and not enough metal and crystal since they nerfed the number of as
I think a big reason people are excited about it is that a lot of people really liked DotA, and as such any game that's touted as a bigger, better, prettier DotA is going to have a pretty solid fanbase, even if we don't yet know a ton about Demigod specifically. Plus the aesthetic looks kind of like Shadow of the Colossus, which I really like. As for Stardock advertising (and I use that term VERY loosely) on Sins' site, it's pretty natural, and they're not really that obtrusive about i
Heh, bit anticlimactic, but pretty exciting nonetheless. I'm excited for another game coming out DRM free, and from a pretty noteworthy developer. And if Impulse is going to unilaterally support the kind of multiplayer service you're describing, I might even consider playing some of these games multiplayer (esp. Demigod, since it doesn't seem like the kind of thing that'll have a lot of single-player longevity). Anyway, good news! @Frogboy, does the "10x faster than Supreme Commander
Oy, that's rough. What about trade agreements? And do the AIs have to be on the same team for it to count, or you just can't ally with any of them?
The dreaded double-post, my apologies.
Actually I had a similar issue yesterday where I finished a game against 2 hard AIs and didn't get any of the related achievements. I did end up allied with one of the AIs...is this why the achievements weren't unlocked, because I didn't beat the AI "alone"? If this is the case, can you at least have a ceasefire with one AI and still get credit for Toaster Roaster, etc.?
I too would appreciate a more specific explanation of the racial entity file changes; I'm not entirely sure where they are. One thing I noticed while seeding the game with my choice of music is that earlier tracks (e.g. Battle 1, Quiet 1, etc.) seem to play more often than later ones. I'm not sure if this is part of the various values in the SoundMusic Entity file or what, but I noticed that my new music came up more often if I put it at the lower-numbered end of the music and the old
The main Shadow Vessels did often fly backwards (I've been rewatching the series over the last couple months). They also seem to go backwards when entering and exiting hyperspace, and turn around for attack. re: the question of EA cap ships, people so far are mostly on the ball. Thankfully each ship has a pretty direct corollary in Sins: Kol > Omega (heavy, durable destroyer) Sova > Poseidon (carrier, nuff said) Akkan > Explorer (colonizing is a bit of a stretch, but
I doubt that Stardock is arrogant enough to claim that "The PC game industry is about to change" because of a new game they're going to announce. My money's on Impulse or some kind of new anti-DRM initiative they'll be spearheading.
[quote]General Question Does the AI attack and destroy Pirate bases?[/quote] Not that I've ever seen, no. I've never encountered a pirate base at anything but full defensive strength and the only times I've even seen AI units in their gravity well is after I've killed the pirates and colonized the base. Once again, thanks very much for the mod, it adds so much needed variety to keep up with the amount I'm playing :)
Ach, no way to delete. Sorry.
Finally got around to reading through this, and I just want to throw my hat into the ring. I'm a huge B5 fan and while I don't have any modeling, texture, or graphical skills I do have some experience with balancing and coming up with stats, etc. So when it gets to the point of needing those, feel free to PM me about it. Here's hoping this mod goes places!
[quote]Space Junk is already in the vanilla game, that explains it Sins just adds ship graveyards not space junk.[/quote] Ha, that's what I get for playing with a mod so early into the game, I didn't even notice :) In any case, I do think there's something wrong with the merge mod linked to above.
Am I nuts or are the ships in the pictures for these two articles ones we haven't seen yet?
I listen to this every week and I had to do a little dance when they said in their opening announcement that Brad Wardell was going to be on. He weathered Sean's unique brand of intellectual insanity very well, I thought.
I have been using only random maps, actually. And what's bizarre is that the first map I did with Uzii's mod had all kinds of barren, paradise, toxic, etc. planets. Now three maps in (using ONLY Uzii's mod now) I've seen at most two or three space junks. Is the chance for them to appear really low, or does it only work on large or huge random maps? I'm confounded by this. EDIT: Scratch that, I think I noobed it up with how I extracted them, and the mods just weren't loading at all,
Is anyone else having an issue with this? For some reason it doesn't seem to include Uzii's new planet types when I run this mod -I've explored several maps and the only new thing I've seen is Space Junk.
That's true, I guess it's really just an expectation within MMOs...but yeah, I agree that it's a good way to keep a player base appeased and entertained without having to come out with full-blown expansions just to keep a game "fresh." Thankfully it doesn't look like Sins is going to get stale anything soon :D
Haha, imagine a PC gamer from 1998 travelling forward in time and seeing that 3 races is considered "few" for an RTS. Remember when we all cheered because Starcraft had THREE WHOLE RACES? I don't mean this as a flame, just jeebus, times have changed.
I think it's interesting that nowadays, "patches" seem expected to include new content, rather than just fixes and balance things like they used to. It's not a bad thing at all, but the fact that we're getting new features and possibly even new units/etc. in PATCHES means that the whole concept is changing radically. I think it's pretty cool.
A smallish cluster of turrets covered by repair bays can tackle enemy fleets for longer than you think. For the Advent it's usually better to just use Hangar Defenses though, since their strike craft are significantly better.
While my main fleets usually have bomber-heavy forces, when I use hangar defenses I typically put mostly fighters in there. That way, they'll tear up siege frigates and give your ships time to get there and engage the other enemies (which a few bombers couldn't dent anyway).