better yet, you oughta be able to set the folder
mehoo462
This is already on page five,a nd I'de really like to know an answer.
My friends and I are thinking about starting a large game that will span multiple sessions. The patch will probably be out before we finish the game. So, I was wondering if v1.03 will break save games. If so, it would probably be better to wait until the patch comes out to begin. So we'de jut like to know, so we can begin scheduling our sessions.
Well, I thinkt he fact that some grav wells are uncolonizable is an importnt aspect of hte map design.
Your first capship is free, you want to get it as soon as possible. That will help a lot against creeps. After that, remember Cap ships are super expensive, but they are by a longshot the best bang for your buck. So you want to get your first capship immediately, then immediately start thinking about when you want to get your next one. (Probably sooner than later) Capships have neat abilities but don't think of them as rare hero units that support your massive army. Capshi
I think some Advent ships may have some special abilities that temporarily boost the bejesus out of this figure. SO that may be what your'e encoutering... however, I too have no idea what it does, or how to improve it. I'm rigt next to you anxiously awaiting a response
i think, i'm not positive, that you come out of the phase lane at the same position you went in from. I think if you go in right on top of it, you come out right on top of it. If you go in far to one side,, you come out far to one side. (i'm not sure if it mirrors or not)
yes. i believe you get a flat 1.3 /minute for every trade post, period regardless of how many other posts are in that grave well. You get more by having long trade routes. I don't think having multiple posts in the grav well boost the size of the trade route though. And if the devs were smart, it should be much more efficient to build a post that lengthens your trade route than build another post in a grav well that already has one. Like 2 or 3 times more efficient.
same here
@Xog... You're right, it doesn't select the entire fleet. However, the the fleet is still set to follow the fleat leader... so if you select the fleet leader and move him, in will indirectly give move orders to the entire fleet. (i'm going to edit my post to say this). :) @Cuervo, I just double checked... setting the rally point on the fleet only indirectly gets ships to join fleets. When the rally point is on the fleet it tells the ship to go the grav well that the flee
I'de just like to point out that in my opinion, this is one of the two biggest User Interface Issues in the game right now. One is the lack of manual control over fleets. Two, and probably most important is that you can't see your rally points when zoomed way out. I already posted it in the v1.03 thread, but I figure it can't hurt to post it in the rally poitn thread too. :)
XogtheSinner, Are you sure? I'm pretty sure clicking on the ship itself still selects the entire fleet. I think I tried it, but I may have been hallucinating.
Thanks for the kind words Spartan. Your project sounds fun, but I am already overwhelmed with other aspects of life and adding another project wouldn't be very healthy. So I'm afraid I won't be able to help.
Wow, there's a lot of text here. I didn't read it all, so these may be mentioned already. I think the most important things are Surrendering AI and certain key interface improvements. 1) Manually add ship to fleet. 2) Manually change fleet leader. 3) View Rally Points when zoomed out. These all seem like really easy fixes that would improve life tremendously)
So with the adjustable speed settings in 1.02 comes the ability to experiment with things and figure things out in a timely fashion. After boosting the speed up to 8x and fiddling around a bit, I figured out how fleets work. There are a few sublte things I wonder about in the implementation, but overall it's a really nice system that should work well once you understand what it's going to do. First, Auto-Join Fleet - Defined. When active, the ship will join a fleet in it's gra
I wish we could get an official response about how auto-join works. A ship with auto-join enabled will join a fleet if...
[quote]I think an AI that surrenders when it is totally overmatched could work as well [/quote] [quote]That doesn't affect MP games though. [/quote] I think the key is to play with people who are willing to surrender once totally overmatched. The other option my friends and I are toying with is allied victory win conditions... where once your beaten, rather than quitting the game on the spot or griefing and making it take forever to kill you, you mak
if a friend crashes you cna save the game and e-mail him the file. It works, i think this causes some wiredness on the other end. At least that's what my friend said when we did it.
the flagship is the unit you have subselected when you create the fleet... all you have to do is Tab until the unit you want for the flagship is subselected. By "system" do you mean "grav well?"
An advent capship ability says "increases range and fire rate Energy weapons on nearby ships" Energy weapons is not a weapon type. Advent weapon types are pulse, wave, and laser, i believe. Do these all count as energy weapons? What does this ability apply to?
If I'm zoomed way in and the rally point is in the gravity well. But can I see the rally point if I'm zoomed further out or from the empire tree. It'de be great if hovering over the icon makes the entity the rally point is on glow in the empire tree, like if it's a fleet, or a different planet or something.
So I'm a little confused on how fleets work. I turn auto join fleets on, but some units just refuse to join the fleet. Mostly my seige frigs won't join my main combat fleet. It says they will intelligently join an appropriate fleet. Can somebody give me some details about how the ship chooses a fleet to join? This way I can better predict their behavior and plan appropriately. Also, is there a way to make ships manually join fleets? What i'm doing right now
Hi all, I don't mean to start another monster thread about game length. But in [link="https://forums.sinsofasolarempire.com/?aid=175501&p=1#1449460"]this [/link] thread, Frogboy mentioned that a good rule of thumb is think of 6 minutes per planet. I'm wondering if we can get some clarification on this, because I'm having trouble conceiving of my games ending within that timeframe. Frogboy, I hate to pin you down on such an abstract estimate, but I'm trying to get a sense of ho
6 minutes per planet? I just played a 2v2 with me and 3 AIs on a 16 planet map. So that game should have taken ~96 minutes. We'll say between 1.5 and 2 hours. I finally resolved it after 3 hours. Is this theory assuming beat players surrender? Thus saving the long treck across the galaxy to finish them? A boring, tedious, and in this game looooooong process? I don't mind long drawn out games... but I do mind taking an extra hour or so to resolve a game I know I'
even if the rally point is on a fleet or a different gravity well?