heh. That's true. There's not really any plot. There's basically just an offline skirmish mode and an online skirmish mode. Not so different from another RTS we all seem to be interested in. :) I don't think it will be coming to Impulse because they have some big deal with Steam. However, you can download it directly from their site.
mehoo462
fixed URL thanks. Yah, they are definitely a little different. I could see how they could be considered awkward, but i think by shirking certain interface paradigms they use new ones that better serve the kind of gameplay they're trying to create. I think they work pretty well once you get used to them. Just my opinion. :)
Hey guys, I figured the folks around here might be interested in this game by indie developer Introversion I think these guys are doing as much for PC Gaming as Stardock and Ironclad. check it out: www.multiwinia.com
Hey guys, I figured the folks around here might be interested in this game by indie developer Introversion I think these guys are doing as much for PC Gaming as Stardock and Ironclad. check it out: www.multiwinia.com
Hey guys, I figured the folks around here might be interested in this game by indie developer Introversion I think these guys are doing as much for PC Gaming as Stardock and Ironclad. check it out: www.multiwinia.com
This isn't a mechanical question about what fleets are or how they work. I want to know how YOU use fleets. Do you group your entire attack group into 1 fleet and jump it into the enemy grav well? Do you split your attack group into several fleets? How do you divide them? How much do you micromanage your fleets once you've got them set up? Tell us more about how the Fleet mechanic affects your gameplay.
Bombers are the best damage output in the game... by far. They are your heavy hitters. Use them to destroy buildings, capships, heavy cruisers, and other cruisers. Fighters primary purpose is to kill bombers. (Flak will not cut it against a dedicated bomber force) As far as Bomber worthy targets: your opponent won't have many/you won't have access to them until later in the game. Further more you won't be able to build enough bombers to make critical strikes against th
Also, about the patch... any word on the issue with rt. clicking a stack in the empire tree and only cuing up attack orders for the unit on top of the stack rather than the entire stack. A while ago, it was mentioned that this SHOULD work, but I can tell you for sure that it doesn't it. I was a little surprised to see it missing from the 1.1 list. Any insight into what's going on here would be very much appreciated. Thanks.
Hi Venym, I see where you're coming from, and I can relate and agree with many of your issues. However, at this time, when digital distribution is starting to change the face of the industry, I think it might be time to accept that when you purchase a product from a publisher you are also purchasing that that publishers Digital Distribution platform with all it's pros and cons. I'm myself am still not entirely comfortable with the idea of being required to install a Digital
Multiplayer is far from dead. Public pickup games may be rare just due to the nature and length of matches, but I play all the time with a close circle of friends, and this update will greatly increase our enjoyment. And I'm certain I'm not alone here. I particularly appreciate the significant balance changes... allowing strikecraft to play a much more important role, and the AI fixes that might make playing alone more viable. :) And the new netcode is very impressive.<
Another excellent way to start is do a couple of fixed team games with a computer ally or two. That's a good way to learn the basics.
here's a thorough explanation of how culture works. It might be too late to make a difference in your current game, but it's always useful to know. https://www.sinsofasolarempire.wikia.com/wiki/Culture
Can you tell me some other games that let you print the key bindings? I'm just curious. Thanks.
you really have to make a move for diplomacy. Especially the first couple of missions you recieve. You can't just do the missions that happen to coincide with your plans. You have to let the missions determine your plans. It's unfortunate, but true. There's talk about the diplomacy system getting a little more developed in 1.1 The other thing is don't wait too long to begin producing carriers and heavy cruisers. About the time the AI starts spamming utility cruisers, you n
Since we got an IC post in this thread I thought it would be worth asking, is it true that Missile Barrage is completed bugged and does no damage? (I haven't looked closely enough myself to tell)
Hi, Unfortunately there's no way for you to do what you describe. Activating abilities applies only to the single subselected unit. In stack view, only the unit on top of the stack is subselected, and there's no way to subslected other units in the stack. (This MAY be addressed in an upcoming patch.) So if you want to force the ability on all twenty illuminators, you would have to First, make sure your not in stack mode. Then hit q to cast, tab over to the next illuminator,
unless you're trying to retreat...
agreed... it seems like a decision designed to INCREASE micromanagement, where the mantra of this game is to reduce it. So what about subverters... which are capable of quickstunning enemy units en masse. Does this mean it's virtually impossible to manage your fleet if the enemy has large numbers of subverters? can somebody verify this? It seem very bogus.
It costs antimatter to build a fighter. This puts a limit on the number of fighters that can be replenished in battle before significant slowdown. It also costs up to 100 antimatter to jump. If the Ship doesn't have an antimatter pool this doesn't apply. If the ship has less than 100 antimatter, it will just take what's left.
[link="https://www.sinsofasolarempire.wikia.com/wiki/Culture"]WWW Link[/link]
At no point can static D stand alone against a determined strike, however they can be very useful it deterring "non-determined" strikes. Turret defenses are useful in the early game to deter early harassment and rushes before other defenses become available. If you notice the enemy building 10 or 15 light frigates and coming your way, build four or 5 turrets covering your critical targets and that will make him think twice. Once you're economy is on its feet, probably m
Fighters will cut LRMs pretty easily. So if it's just LRMs then fighters are a simple clear and obvious answer. If small amounts of flak are giving you trouble you might consider scouts. Scouts are like big fighters, similar damage output and more resistant to flak. If he has large numbers of flak and LRMs you're going to need heavies, as they are the only that can knock out flack in a reasonable timeframe. You'll need to use some tactics here, and keep your f
How does a trade agreement with another player affect trade income?
Well maybe our little empire tree bug will be fixed in 1.1 also? Here's to hoping. It's not due for at least another month though, right?