[quote]Its worth pointing out that there is only one queue per system. When you click on the factory, you access the planets queue, not the factory's.[/quote] No, there's one queue per factory. However, you access all the queues at once regardless of whether you click on the factories or the planet. The ships do pop out of the one factory, unless they emerge at roughly the same time, in which case simultaneous ships will emerge from different factories. To see for yourself;
Sideshow_
Goddammit. I really should stop believing idiots on forums.
[quote]I would love a windowed mode for this game, I do multiple things on my computer and hitting the windows button to open a new webpage on my other screen is a pain. WINDOW MODE FTW[/quote] It has a windowed mode. Go to display options and tick the "Run in a window" checkbox (or untick the "Fullscreen" checkbox. I forget which way they have it).
[quote]When you place multiple factories at a single planet then all the ships come out of just one of the factories, but they are built extremely fast....and I mean really fast!This is one of those little things that really makes Sins a special game. So many other games would have just given each one it's own build que, I love that they take so many announces and let the game handle the specifics and let the players have fun.Kudos to the devs.[/quote] Uh, reducing build time is the eas
A lot of these UI requests could be accomplished if: (1) All the dialogs (tech/bounty/black market/info card/network activity/artifacts/diplomacy etc) had a minimal form, and (2) you could toggle these minimal forms on and off as floating windows, or possibly just docked windows on the right hand side (opposite of the empire tree). Being able to detach a pin from the empire tree as it's own window would be cool too. Of course, these suggestions are more on the scale of 1.10 feature requests
You'd rather your ships prioritised killing buildings over killing stuff that's shooting at you???
[quote]Would be awesome to listen to Explosion in the Sky while playing Sins.[/quote] lol, that'd exactly what I've been doing :) I use winamp though, with global hotkeys.
I think he means where: if you have autoplace on you can right-click the icon in the command panel to cancel a build order, but if you have autoplace off and right click the icon, it does cancel the build, but leaves the mouse pointer in the place-building state. You have to push escape to cancel out of it. (I've no idea what happens if you right click to cancel and then left click on the screen)
This thread was originally asking whether it was worth buying 200 crystal. The thread then pretty convincingly established that it was. The OP clarified his post to say that it was buying 200 crystal AND upgrading pop. Hence the test. Fixed the image in the test post, I found the replay (was looking in single player replays before :/).
I like the limit being time: it means that players will get to see practically everything (if you hard tech you should see the top of any tech tree). It's also a really simple thing to implement in comparison to wading through the units and buildings, deciding what to restrict and hacking up all the files. Sooner they got the demo done the sooner they started on 1.04, so good choice.
Smacksim: I've been doing the upgrade first build, but I've never noticed being delayed on colonising. I usually onto take a couple extra planets before attacking the opponent (in 1v1); is this where we differ? I tend to get the colony capital ship, immediately send it to a neighbouring asteroid, kill siege frigate->colonise->kill other frigate, and can upgrade the pop on the new planet as soon as it's done. Then move on to next asteroid (if possible, other planet if not) and repeat. At the
[quote]actually, I doubt your test accounts for the 500 metal/crystal that was expended by the upgrader. So the payback is much slower (but still overall a good buy).[/quote] The first time I ran it I made the upgrader buy 200 crystal off the market, but then realised that wasn't the point of the test. The point was to show how soon an investment in population paid off. I think it's already been established that crystal is your bottle-neck early on (and for me usually late on too), s
Easier than maths: testing. I set up a two player game where one player upgrades the planet and the other does nothing. The upgrade pays for itself in under 13 minutes. Coincidentally(?) it also maxes out it's income in under 13 minutes. These are under standard game options, both players are TEC. [img]http://www.snakebomb.com/lj/sins/credits.jpg[/img] [img]http://www.snakebomb.com/lj/sins/income.jpg[/img] Gah, this is what I get for being too lazy to install PSP on
You can't do that in starcraft. Closest you get is to attack move behind the enemy: hit 'A', and left click on the other side of the enemy units. Your units will attempt to move toward where you clicked, but will attack every enemy unit they encounter along the way.
[quote]For the first time in 3 years I now have a nasty on my system. Just recent too. I've never had to reformat my HD before so it's stay offline, no MP modes (with firewall down) and now fight the battle to see if I can rid my system of some type of malware. Live and learn.[/quote] Sorry, that was me. I encoded a Serpinski worm in offset unicode, hidden in between the ascii of my reply. When you quoted said reply you activated the trap interrupt and, well, good luck getting rid
Sorry PeskyFly. You were doing good for about 6 hours. ...still waiting to see a replay of disciples beating lrms. Since the game autosaves 'em OP must have them. Why no posty?
[quote]A lot of stuff people are suggesting is stuff i'm sure you wouldn't see in a small patch that's coming. It's more expansion stuff. Cmon guys. :/https://forums.sinsofasolarempire.com/304141/page/1All I think is needed pretty much is here.[/quote] Your thread is good for balance issues innociv. This one is for everything else.
To expand on what Thinkingman is saying; single player is very easily modded. You don't have to worry about everyone having the hassle of installing, getting the right versions, finding other people with the same setup; you just download the mod you want to try and play it very happily yourself. The multiplayer needs to be good in the official build, because that's what everyone has. For example, marklaur wants to be able to adjust the single player game speed: this merely requires opening up
[quote]The current arrangement requires me to memorize every static map in Sins, know them by name and have practiced with them enough to compete with those focusing on a single map.[/quote] You have to practice? And you'll get better if you do? And the people who practice the most are better than the others? What kind of messed up game is this? I certainly never remember having to learn maps in Starcraft or Dawn of War. This is a travesty! Ironclad, you must do better! At l
[quote]Stop calling me HunterX.[/quote] Sorry, my bad. That's just how you were lodged in my memory. I should know better considering the number of people who think I'm sLideshow.
Think innociv's a good judge on this. Am interested to hear what HunterX and Jinx think.
Which reminds me: ships joining a fleet should pick up the engagement state from the fleet. It's annoying having to manually keep reseting to Hold Position every time a ship gets rallied in.
I'm thinking that 1.04 will be small changes, balances, and 1.1 will be the big overhaul, so that leaves out sweeping diplomacy / black market changes. I'd like: Ability to shift-click a research item to start it researching immediately (any item currently being researched on that sheet pauses, then resumes after). In another thread someone was asking about Homeworld style ctrl-drag selecting targets to be attacked, where your ships would try and kill those targets before targ
If you get the colonising cap then you can set up a forward base near your opponent. For example, I tend to have 3 planets colonised when I max my fleet out for the first time, at which point I want to attack. I can fly my fleet past whatever planets are in between me and opponent, until I get to one (usually an asteroid) on the outskirts of his domain - kill it's defenders and colonise it, and then set up some defense (regen bays) and ship production there. This is a lot harder with a colony