It couldn't have hurt to have said this before updating right? I should have expected it but since the file size was so small I didn't. It does suck though I don't have that much time to play this game so every ruined save is another start from scratch which really is something that bugs me, well can't be changed now. But maybe it's time that stardock introduced a roll back or unpatch function in impulse especially since there is no other way of patching your game. This would al
Sh4dy
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Maybe you should put a warning up, like: "Only for tech savy people". because if they mess around with the wrong files they can screw up their windows big time.
The issue has just been resolved some sort of update fixed all my issues vanilla sins and entrenchment now both showed up in impulse and entrenchment is working fine. Still the update was about 97mb which isn't even half of the total entrenchment beta size... Anyway topic can be closed, thanks for your reply though.
I never said that. I've played GalCiv 2 and couldn't care less for it's turn based gameplay there were other things which made the game less my sort of game. And like people said plenty of times before. The game is in a future that far along that they can't miss, maybe only by some special abillity. Still I'm all in for more tacticly moving ships. Movement outside a strategic viewpoint is just useless and hard to create with 100+ ships. If ships moved because they want to ha
Maybe by making the gravity well bigger and then including certain random events/things might make the game more ship to ship tactical (by hiding in the asteroid field or using certain "weather" effects to your advantage).
I like sins more, cuz it does not have any load times. Hasn't anybody who playes Sword experienced this??? I will repeat it was literally minutes before a turn ended compared to GalCiv 2 it was just too much for me to focus on what to do next.
For the guy with the gasoline post, you do know that's possible right? By adding that gasoline you get a "twinge flame" (only translation I could find) which burns up all the oxygen resulting in the fire going out. Won't always work but it's a way of fighting certain fires.
change gamespot in IGN and I agree.
Nope I meant holland we've got those special special brownies
They always say girls can't drive..... problem is though that the trees have turned into planets:P Hope they got airbags:P just kidding.
And what if they create a sort of special resource for them (pji things) this would mean that the weapon only works if the player has enough of it, or create certain system requirements for them to work. This would create a fight for those certain systems, combine this with the other idea and there is no turtle strategy since the guy has to go out of his shell to eat so to speak. Of course there are drawbacks. Players will probably only focus on those certain systems which could harm the gam
Ah so we are talking about "THE" brownies now :d . You should be jealous of me, I live in special brownie heaven :D But if you going to see pink ponys from special brownies there's something wrong:P you mean our home grown fungus, the magical kind ;) :d
Try PayPal, hasn't failed me.
Just ban his IP :CONGRAT: and if using proxies just put his IP on the forum so we can have a crack at him :P (I know I know illegal but still fun:P)
[quote] Ship chatter and human speech in general is annoying most of the time, in my opinion. I always just turn it off, and in games where I can't turn it off, I turn the game itself off... It wouldn't be so bad if it wasn't "yessir!" "OK" "I'm on it!" "yessir!" "OK" "I'm on it!" "yessir!".... repeat, repeat, repeat... damn it's annoying. The time would be better spent on things that actually add to the game. [/quote] It does add to the game.
Can't they implant some sort of hardpoints just like in Universe At War Earth Assault? Something like this: A ship is built with different subsystems which control different parts of the ship example: 1: Navigation subsystem 2: Sensor subsystem 3: engine subsystem 4: Weapons subsystem (would not destroy its weapons but rather make it less accurate while shooting) This could be adjusted with smaller ships having fewer subsystems and bigger ships having more of the
There are just 3 races which makes knowing things about them that much more interesting. In GalCiv2 there were almost a dozen races and it had a single player campaign, great but I didn't gave a rat's ass about them because the races were all alike (in one way or another). With this game they have created a much more (for lack of a better term) "realistic" setting (just 3 races with differences) which can lead to a great and interesting story. Most Fps games have a story too. Like the r
I love this game's pace. It's the right speed for me. To add there's no turn button damn do I hate turn buttons, really if you have played sword of the stars just like I have you know what I'm talking about. It took literally minutes for a new turn to load, this is not a problem in itself were it not for the fact that the only thing you could do was sit and watch the same screen for minutes during those loadtimes. I've actually picked up a book to read inbetween, but the gameplay was allot o
Maybe a difference based on experience. The more Experienced get some sort of rank thing. This could also be used for single ships. This in turn allows you to select the best and most experienced ships to form a mighty battlegroup, this ofcourse would only work if these ships have some sort of experience bonus attached to it (if they don't have so already). So what I would like to see is * A fleet rank (based on experience with a bonus) * A single ship rank (based on experience with
[quote] Clearly everyone wants moving ships in combat, with line formations and broadsides and so forth. Movement in fact makes huge amounts of sense in space combat, even with lasers, since relative velocities can be immense and the ships can engage light seconds apart (or even much further, if we consider missiles and railguns etc) Whether the game engine can do it, and still work on peoples systems, and still function as a combat system is another question. Damage
If only they could make the ships move like in Freespace (1 and 2). Those ships moved "realistic" and presented a fierce ship to ship battle. Though it's a space sim the big ship battles (the one you couldn't control) moved like a sentient being would. (just go to youtube to check it out). For example there was one mission which made you lure out an enemy command ship. After this ship had jumped in your friendly and vastly superior ship would jump in and destroy this command ship.