Me and a friend just startedplaying the beta and we noticed that the starbases do not build their upgrades when i buy them. The one just sits in the bottom corner as if its building but nothing happens. I see that oterh people must beable to do it since i read reviews on how the upgrades work. Also the AI was able to upgrade even though i wasnt:(
SwerydAss
This is NOT a good idea. If the Ai is prioritized to destroy the inhibitors first they will always be destroyed making them useless.
I have also been getting this its more a bug that they dontgo the unexplored planet near them (evenin home system ) but instead take thelongestpath toone that is unexplored
[quote who="rankothefiremage" reply="6" id="1912354"]Maybe i should word this more as a "defend lock" command so unless it is unlocked they stick close to their escortie rather than following other orders. -G [/quote] i see what you mean. that is a great idea. It would also be nice though if you could right click on a friendly target(including structures and planets or maybe even allied targets) to temporarily defend it as
i definitely think there should be a defend button as in idea one . the third idea is the same actually since you would be able to select the units you want to use as defense and just use the defend command on the ship you want them to defend and the others should still be in attacking anyway. To zeroibis.. the division system might get too complicated it might be easier for someone to position the ships in a formation ingame and then having an UI butt
one thing i would like to see added would be a quickbar that would have all the special abilities of the selected units available to click on this would make micromanaging in large battles more user friendly
I think the actual bug is that the planet is not supposed to be colonized until the pods reach the planet.That is why the bonuses kick in then because your not supposed to own the planet or upgrade it until then.
With my idea above the ships would not have a time limit but would leave when the enemy leaves the gravity well. Also they would not be able to leave the gravity will they were summoned in and not be able to be scuttled. I would also eliminate the cost completely. RA would also be only be cast once for each time youare attacked.
I think the current use is not good. It should summon 3-4 ships with no charge that leave the game when the threat is gone. this is what i thought it meant to begin with anyway since the explanation of the ability is vague.
the mission system should be slightyly changed. You should be givena choice to acceptthe mission. if not accepted you lose favor. if accepted but not completed(at all) then a loss of favor. If more than 50% completed then no change in favor and completed obviosly would still raise it.
i thinkjthe capitla ships arestrong enough but they should position themselves better in battle so that they use the most firepowere. I would be cool if you could designate a ship to be the leader of all fleetsand thatshipcould go to level 12 andreceive another ability at that level depending on which race your using notwhich kind of cap ship. this would give 5 different possiblities per race onwhat ship it can be making the fleet more customizable. Any ideas for the last ab
Why do the navigators not search the planet adjacent to them when on autoexplore? they always seem to take the longest route to an undiscovered planet.
You dont even have to take out their homeworld. I was playing a huge(multi) 5 galaxies and the AI gave up even though they owned an entire galaxy.... Of course me and my ally did own all of 3 galaxies.
When i tell ships to attack they sometimes attack that target until it is almost destroyed then leave it alone for some reason so that it can recover.Other times they ignore my commands altogether. Also sometimes whole fleets forget their orders when i select them again.
I noticed that when a fleet is set to jump together they sometimes get in each other way preventing the fleet from performing the jump. When it happens i just switch them to single jump mode but sometimes its too late because i was waiting for them to jump to a planet that was getting attacked..
I got the desync at 28 min 36 sec each time .. it was on a random huge multistar game with 2 human players and 8 com
I'll upgrade my phase missles quicker then i guess. another thing i forgot to mention is why for this ability you can see the field so that you can move your ships into it for effect while other abilites you have to guess exactly how close to move your ships. (other then the blue circles that show up for cap ship abilities)
The shield projection ability is too strong. If thereare morethan 5 of them in a fleet then they are almost invincible.Also when playing on a map with a red background this ability is so bright you cant see your ships making it difficult to see your ships health bars or target enemies that are also hidden by the glow.
Carriers oae definitely too strong now but making ALL those changes would make them useless. I think just a drop in armor by one or two points would be enough.
super wapons are shooting from one star to another was this intended in 1.1?
Super weapons can shoot from one star system to another in the book it says it isnt possible waw this a wanted change in 1.1?
Somtimes when i try to zoom in or out it freezes. I do get around it by double clicking on a planet or fleet which brings me to what i selected at the max zoom even if it froze while zooming out.
i have played many games that have as much AI running at the same time as Sins and dont have this problem co cpu should be able to handle it hell im using a 4000+ amd single core at 2.4 with a geforce 8400 gs and fatlaity sound card and i can max this game out. which shows just how much faster amd is anyway
i noticed that after scouting a planet it shows me if it has an artifact before i even own it.