Same-Bito

Same-Bito

Joined Member # 3055604
2 Posts 9 Replies 97 Reputation

About that crash bug: The game I'm having trouble with was started and crashed with SEM 1.6. I now have removed 1.6 and installed 1.61 - that same game still crashes. It would take me, at least, several days to play a new one to that point, so I can't confirm, whether it still happens in 1.61 or it's just that save, at the moment. With 1.6, the crash happened with these conditions: - Pirate threat was already at 'High' for a long time and didn't seem to change before the crash.<

258 Replies 123,969 Views

Good to hear. Thanks. By the way, will the different 'surrender behaviour' aspects be modifiable? [i]And[/i] will they differ between the AI 'personalities' we set for them (Aggressor/Defender/Researcher/Economist)?

187 Replies 156,767 Views

[quote]AI now knows how to surrender (based on time elapsed, relative economy, relative fleet value, resource reserves, and allied strength).[/quote] On many occasions, it would actually be rather unsatisfying not being able to hunt the AI down to extinction (last planet razed/converted). Unless, the player can decline the surrender and the game would continue as normal (with AI still playing, not just sitting around doing nothing)? Please, tell me it's the latter. :NOTSURE:

187 Replies 156,767 Views

I'd prefer pirates to be nuisanse, not a plague. Sending them against another player is plain unsporting and just no fun, but enduring their armadas all the time is also a chore. I want the pirates to be in the game, to be a factor. But at the moment, they simply don't make sense. We have other players to wage [i]war[/i] against, and the pirates are simply redundant for that. They should create a diversity, make the universe deeper, by being a bane of trade lanes and mining sites - something

23 Replies 40,757 Views

[quote]not just move them all towards where they know the enemy is going to come from.[/quote] Why not, though? Would make sense by any warfare - to move your defences towards the advancing enemy. It's called intel and is used extensively in any war. Besides, I wouldn't expect structures to move as fast as even the slowest ship, or even by themselves (say, towed by the builders). And certainly not as fast as an approaching phase jump towards that planet. It should be a [i]strategic[

9 Replies 17,858 Views

[quote]And would this make the items capable of hyperspace travel?[/quote] I think that would be an overkill. Structures aren't (or, at least, shouldn't be) equipped with such engines. [size="1"]Although, that would be a fine idea for a separate faction. Some kind of space nomads, without stationary facilities, but several ships that perform the same function - just with something to balance their mobility not to be such a massive advantage over the other factions: [much] slower pro

9 Replies 17,858 Views

[quote]Just self destruct the one you don't want and build a new one where you want it "moved" to.[/quote]It's so unefficient and cost-ineffective that I'm wondering if you were being sarcastic. :) [HR] On a side-note, an ability to [i]turn[/i] the structures (say, by 45-degree increments) would also be useful. You never know which way would be best to send the newly constructed ships. It takes time for the ships to turn - time you sometimes just don't have. [size

9 Replies 17,858 Views

The idea is, all those structures withing a gravity well are really just in orbit, not set firmly in place (hey, it's vacuum!). So why not have the ability to relocate them withing that gravity well to better fit the current needs? Whether it's setting/resetting up a newly-researched line of defence or opimizing the route from the nearest Frigate/CapShip Factory/Phase Stabilizer, it definitely would be useful. [HR] Although, actually [i]revolving[/i] around the cosmic body they're orbiting

9 Replies 17,858 Views

Currently, whenever a unit/structure declares making a shot the damage is instantly applied to the target - even if the projectile hasn't even left the barrel, yet. Unfortunately, it's a bit too obvious to ignore, so it does diminish the immersion, somewhat. I suppose it would require quite a bit of work to switch to collision-calculation, so this is really a question: is it possible and is there a chance it will be done in some forseeable future? If that system would require more from the

1 Replies 7,533 Views

Everything I've come up with has already been mentioned, except this (if I hadn't missed it): A toggle for pirate strength at map setup - just like research/game speed. With their current settings considered Moderate.

1,040 Replies 556,080 Views

Yes, a [i]well done[/i] campaign would be welcome. No, I don't want it. That's because a [i]good[/i] campaign (a bad one would be pointless) requires a lot of time/resources from the developer, and I would rather see them spent on balancing/polishing SoaSE, expanding its list of features and diversification of its universe (yet keeping focused, quite preferably). Sure, something like SoaSE's prologue would be great: [i]telling[/i] a story behind the conflict(s) and how it unrave

35 Replies 28,837 Views