I don't play TEC often, but I recall seeing a number of TEC vessels I was in action against have an orange wiggly laser effect connecting their ships. Not sure what caused it - a late game upgrade like Flux Field, maybe? -- Retro
theRetroboy
[B]- Is the learning curve high?[/B] Yes. The tutorials are a good start but are not enough to be able to learn the game effectively due to its complexity. But it's that very complexity that makes it rewarding to play. [B]- is it hard to get adjusted to?[/B] Depends on what you're looking for and are used to. If you've played 4x's and RTS's before and go in knowing it's NEITHER of those but instead somewhere between them, you're likely going to pick it up quickly. But even witho
Hey, bailknight - just checking if you have an ETA for the next release? I know how much work it is to do a good mod, even with tools like ParticleForge, and wanted to know if work is still in progress. Cheers, -- Retro
This is not the modding forum, but you may wish to check out the work of two modders - Bailknight and lost_wld. They have collectively done some fairly significant upgrades to the visual effects and, with ParticleForge now released, are continuing to work on more. I find their work adds a nice touch of pizzazz to Sins' graphics. Low-res YouTube examples of their work (latest movies are from releases that are still in progress) can be found here: https://forums.sinsofasolarempire.com
[quote]They better not try and charge me the same price of a full game again though.[/quote]I'd certainly expect that an expansion would be less than Sins' original price, even if the game wasn't very expensive to begin with. -- Retro
Sorry, don't know what you mean by "multicore". Can you please explain it? -- Retro
TheUnityCalls is correct. -- Retro
...and invest heavily in two research upgrades. Considering they're 6th level research, they're far from automatic. :) -- Retro
HI PLEASE DON'T FEED THE TROLLS (or people that you think might be trolling). Just because someone posts their idea of what Sins should be does not make them a troll. A simple "Sins does not need a reworking" answer is enough. -- Retro
[quote]You can avoid putting big budget tons of cGI + Voices campaign, and still make a good one.[/quote]Not THESE days, you can't. People that think you can do a good critically-acclaimed campaign by just throwing a bunch of maps together and slap a few story factoids in common between them really should participate in a campaign-producing effort to see how much work it actually is (and I've done it and I know). IT IS NOT A LIGHT AND FLUFFY EFFORT IF YOU WANT IT TO MEASURE UP AGAINST
Then, quite simply, this is not the game for you. -- Retro
Short answer: yes. EVERY port pays the same amount of income per second unless it's still either building trade ships, or a number of its trade ships have been destroyed, or a planetary bonus changes its value. The trade ships themselves and their position is largely irrelevant as long as they exist and can travel. So say that you have 5 stations in a chain and you're making 1.4 income per second from each. Build a sixth in the middle somewhere, either on a new planet or as a second trade statio
It's the "thumbs up" button just under the word "It's" in this sentence.
I think your expectations of having a printed tree are not unreasonable because most games provide it, but inferring that it makes the game harder is not something that I can agree with because it's your own preferred "style" of play to look at a separate piece of paper, not everyone's. Sins single-player has an elegant pause feature that allows you to look over everything at your leisure. Hit the pause key and mouse over every research item and you'll get the same info as a poster wou
Incognito has it. If you look at it, the TEC *NUKE* everything, making THEM the truly evil race. The Advent use mind control and propaganda and the Vasari enslave everyone, but their subjugants still live at least. The history books are always written by the victor, and there are some pretty sinful stuff in our own human history that wasn't an ethical problem at all until someone conquered that faction or culture and decided the losers' way of thinking was "evil". -- Retro
You know, that's a durn good idea. Actually, donating across races would work too if all power-ups on the transferred ships were disabled so all you got were the hulls. You'd still keep the armor, health and shield upgrades, but any special triggered abilities would not work. So things like the cielo cruiser or the subverter wouldn't be good, but a sudden infusion of TEC Cobalts could really help a guy out. -- Retro
Hi. Try this thread first. It was the sixth one on the front page when you posted; sometimes it helps to look around a bit if you have a specific question. https://forums.sinsofasolarempire.com/313585 Have fun with the game. :) -- Retro
This is more general game discussion stuff than strategy, isn't it? You might get more hits in that forum. -- Retro
Darn edit function! The above post is meant to apply to a first-time version 1.00 game release, not a post-release update that adds in a campaign. If Sins were to have been originally released with a lowball campaign that just used a few standard maps and strung them together in a less-than-compelling game play experience, their 85% and 90% reviews from various sources that were absolutely critical to its success and its selling 200K+ copies would likely have dropped a very big percenta
You're comparing apples and oranges budgetwise, Elandyll. To have a successful game that has a good chance of making its budget back, you ABSOLUTELY HAVE TO promote it. Paying for promotion for a game is as essential as paying a salary to its programmers. There are very few major games out there that aren't promoting their products heavily as much as a year in advance, and some go out further than that. Games like Civilization prove that campaigns can be optional to be successful, but getting th
Capital ships already ARE more than glorified cruisers. A kodiak has 600 shield and 1050 hull; a level 10 Kol has double the shield and three times as much hull at level one, and is a whole lot meaner at level 10. -- Retro
Many of the mods don't show any changes until you've actually played into the game a bit on random maps. Sins is still a very new game and there haven't been any "complete overhauls". You'd only see the changes Seven Deadly Sins brought in, for example, after you conquered a few planets on a randomly generated map. -- Retro
One is planned for the expansion. On this: [quote]There is little excuse to the total absence of a single player campaign, specially when you see the amount of background created for the game. If the goal was no campaign from the get go, why develop that huge story in the firt place?[/quote]Games are very expensive to make, and IronClad/StarDock did not have an unlimited budget and a huge team to build the title with. After spending most of the budget on making a near-polished engine and game, t
That would make sense, as a volcanic planet is pretty low in overall value compared to the capital-generating colonizables (with the exception of the dead asteroid, of course). -- Retro
Confirmed: ParticleForge resets all game graphics settings to default, including resolution, whether or not you actually play the mod. -- Retro