[quote]As for ship designs, there are some odd ones in all the races, The Advent seems to go from curvy organic "shell" like designs (carrier) through to smooth curves all the way to hard square shapes (temple of hostility really sticks out) TEC have already been mentioned and the Vasari are also quite odd.The Advent design philosophy is to be based mainly on pronounced curves, though there are some deviations. While the Seeker Vessel, Disciple Vessel, Illuminator Vessel, and Aeria Drone Host us
Rhedd_V
[quote]Like, perhaps, a single player campaign?The balances and updates are awesome, but the game isn't complete until a campaign is issued. I really hope one is in the works.[/quote]As a counter-opinion, I'll just say that I think a single player campaign would be a complete waste of time. Some of the greatest space games of all time, like Master of Orion II, didn't have a campaign, and nobody missed it. I think all of the professional reviewers should be ashamed of themselve
[quote]Rhedd's Heads? They were the best![/quote]That's me! Thank you. (Some weener stole my name on this forum, so I had to add the _V. Go figure.)
[quote]Almost finished.[/quote]YAY! Glad to hear it! [quote]Still work on some re-balance things like LRMs and Heavy Cruisers. I think they are overpowered Little firepower decrease or cost increase may help.MOD ver 1.0 will release coming weekend if no critical error pop up Thanks.[/quote]Oh, please don't go changing the game itself with this mod. That will just mean I'll have to sort out your nice new effects textures from all the stuff I don't want. Enhance the effects, and
Three posts, three different answers. Perfect. ^_^
[quote]IMO a good RTS game is a mix of all of these approaches. It needs soft counters for flexibility, hard counters to make scouting and force composition more important, and hard unit caps to provide flavor in the form of hero or elite units. Making a balanced force always the best choice is a rather boring design decision, and doesn't fit RTS games unless they're tactics only, like Total War. Good scouting and map control need to be rewarded more than just passively building a balan
I might've been a bit brusque, but I certainly wasn't trolling. The little empire rank thingy that everyone keeps telling him about is [I]far [/I]from what he's asking for. He's asking for an up-to-the-minute report on fleet strengths and technological advancement, so he can plan surgical strikes against weakened opponents. Something like the end-game screens, no doubt. That is NOT the sort of thing that needs to be in an automated report during the game. It's what God
I'm stuck on the Advent. I like their attitude, their beautifully graceful ships, and their [I]awesome [/I]special abilities. Nuking a planet just doesn't measure up to the pleasures of listening to the agonized screams of an enemy world going insane and tearing itself apart. Now that's style! I also seriously suck at scouting, so being able to psychically see anywhere in the galaxy is a big plus for me. Needless to say, the Revelation is my favorite capitol s
Six ports on one planet is a bit much, I think, but you should build SOME. ^_^ Don't increase your fleet size until you need to. That can be a big drain on your economy when you're starting out.
Ironic, since the simplistic rock-paper-scissors theory of game design is also what [I]causes [/I]spam. HARD counters suck far more than hard caps. Soft counters are a natural occurrence and are obviously part of any wargame, but make them too hard and too artificial and it's just stupid. God save me from the light scout trooper that can't be scratched by the uber-tank-killing laser, just because it's made for killing uber-tanks and not wimpy little scouts. (I'm not making that
The reason I think hardcaps were the best decision Relic made with DOW isn't a reason that necessarily applies to every video game out there. The simple fact is that in DOW, some units should simply be better at EVERYTHING than any other unit. Units like Terminator Marines, if you want them to be even close to what they should be in the WH40K universe (which isn't necessarily a high priority of Relics, it seems. ^_^) should just be better at everything than a standard marine. W
Everyone's advice (even the rude bits) is essentially correct, so instead of adding to it, I'll be the first to say... You're right. Spamming may be a "viable tactic", but it is NOT fun. He spams unit A, you spam the counter, which is unit B. O.M.G.B.O.R.I.N.G. Your mistake is in thinking everyone wants to play a space game to see fleets of cool ships duking it out over a picturesque planet, with awesome explosions and zooming fightercraft. (I do!) No
[quote]Hath thee ever heard of Mustafar from star wars?[/quote]That should be, "Hast thou". Thought you'd like to know. ^_^
I realized the potential of martyring seekers just yesterday, so it's fun to see a thread on the subject. Yes, due to shields, Martyrdom doesn't end up doing much damage, and it's an utter bitch to micromanage... so why micromanage? Seekers have the same shields and armor as a Disciple, cost half the fleet cap, and are faster. They don't do any damage to speak of, but they're a target, just like anything else, and when they get shot up, WHO CARES? Turn on martyrdom aut
[quote]Ruthlessness is simple damage increase. Just like any other damage increase, it is worth it.[/quote]Ruthlessness is not a simple damage increase. It causes Crusaders to do slight damage to [I]all nearby ships[/I]. Constantly. The damage is low, and it doesn't stack, but it still adds up, especially against foes that spam huge groups of frigates. Now if it just didn't make that AWFUL NOISE constantly... Note: Malice + Cleansing Brilliance = Good Th
Yes. There's this thing called the "scout ship".
Ooh, ooh! Am I too late to get in on the window size argument? ^_^ Anyone who says window size isn't a critical part of defining scale in a spaceship model is... wait for it... wrong. I know, I know, "personal opinion", right? Nope. I can say with quite a bit of certainty that I'm the only person on this forum who has professionally designed spacecraft for Star Trek, so believe me when I say that the windows on a ship MUST match its proposed scale. Yes, there
If I would've had any idea that this sort of thing was possible to mod, I would've been working on it myself. ^_^ I always loved the logic behind MOO2 galaxies, and still have the hint book that shows all the charts and percentage chances that go into generating a galaxy. The charts are neat enough you could use them in an RPG, or something. I'm loving Sins, but the totally random 100 planet starsystems, with only a handful of planet types, kind of dulls down the eXplo
[quote]p.s. there won't be any AI changes in 1.03 - this will be primarily a bug fixing patch.[/quote]Completely untrue. The devs have posted their list of top priorities for 1.3 more than once, and that list is always headed by "greatly improved AI", "AI replacing dropped players in MP", and "AI surrendering intelligently". On-topic, for me, the primary thing that's wrong with the diplomacy system isn't the mechanic (although that's pretty darned flawed), but the [I]feel [/I]o
I just posted on this subject in a different forum, so I'll just quote myself, here: [quote]When you select more than one ship, note that one of them will be the "primary selection", and have a slightly brighter selection square around its icon. If you hit TAB, the primary selection will cycle through all of the ships you have selected.If you form a fleet from your selection, the primary selected ship will be the flagship. The way I usually do it is just to select the ship
[quote] It looks like the uppermost ship gets the captain position when grouping. There should be a way to designate the main ship other than moving him to the top of the screen... [/quote]There is already a way to do this. When you select more than one ship, note that one of them will be the "primary selection", and have a slightly brighter selection square around its icon. If you hit TAB, the primary selection will cycle through all of the ships you have selecte
For the record, I LOVE the auto-lock-on feature, but it's always nice to have choices.
ST:TNG's Enterprise has a combined crew/passenger capacity of 1014. No, I'm not a Star Trek geek, but I am a professional modeler, and some of my designs are flying around in the Star Trek universe. The "capitol ships" in this game fit the bill just fine. No reason to go trying to rename things to fit an entirely arbitrary naming convention without knowing the principles on which such a thing should be based.
Very, VERY nice work. I look forward to downloading it. ... My game of Sins is going to look kind of boring, after seeing this. ^_^ Now if someone would make the guns [i]sound[/i] more impressive, as well.
Anyone have a screenshot, for those of us who weren't in the beta?