[quote who="axxo2" reply="8" id="3390996"] Reduced 41%Original 1366 x 768[/quote] Wow that looks incredible, I don't even recognize the ship. What ship is that?
Kurith
[quote who="Teun-A-Roonius" reply="3" id="3149030"] In Supreme Commander it worked pretty well though... I would be a fan of an autobuild feature yet I don't see it happen in Rebellion. [/quote] There are two main reasons that this works in Supreme Commander The resource system in Supreme Commander was vastly different than Sins, being an "income vs. expenditures" system. As long as you were producing positives in both mass and power, you
Jumped into this thread on page two, what in the world did I stumble in to?
Yes I've found this to be very annoying as well. If truce among rogues is going to completely negate the effects of insurgency, why even spawn the ships?
I only skimmed through this thread so I'm sorry if this has been mentioned already. I've been able to replicate one of the unhandled exception errors. If you accidently have a phase lane selected instead of a planet, and hold CTRL to create a new phase lane, you will be greeted with an exception error. Unable to cast object of type 'GalaxyForge.GalaxyConnection' to 'GalaxyForge.GalaxyPosEntity'.
Not only that, but if the extended bidding war were to happen, you could possibly elevate the pirate threat to the point of them just ending the game on the first raid.
I would also rather see some sort of invisible bidding process take place. Just have the little tune play and have a window of 10 seconds where you dump as many (or as few) credits at the pirates as you wish. On a side note I would also like the pirates to accept other forms of currency. Perhaps a heavy X credits / second debt for pirate protection. Or let them accept traveler's checks, I don't know.
Early on I've noticed the AI piggy-backing on pirate raids a few times.