Dark_Daemon

Dark_Daemon

Joined Member # 3208338
1 Posts 9 Replies 900 Reputation

The reason people think this is ridiculous is because it cuts into the heart of the game. If you mean limit # of each ship (separate caps per ship type), fleet composition is absolutely vital to the strategy of this game. The purpose of fleet cap is to tie fleet strength to economic power, while allowing full control over what your fleet consists of. If you just want less ships total , well, that's very easy to mod. Hell, there's an option that lowers fleet c

89 Replies 270,399 Views

Leveling up the flagship sounds like a good idea. Currently, it's very useful early game- almost doubles effective fleet. Midgame, it's a slightly beefy but VERY risky capship, and after a while, I just stick it in some backwater with as many starbases as I can.

20 Replies 12,926 Views

A lot of other settings are granular- why not make pirates as well? No pirates/low/normal/high/extreme? With high having caps, and extreme starbases?

24 Replies 117,211 Views

I found it later- turns out, whatever the bug is, it kills sins before it can dump. Or something. Because later, I got a different crash, and that one made a minidump, and I easily found it.

9 Replies 9,362 Views

Reflag freezes the current flagship for ~30sec-minute. Or can only be done with no enemies present. Otherwise, I agree- the only benefit the flagship has over other capships is a pile of health. I suppose it's a bit of a "king" piece, I think it'd work better as a "queen" piece.

20 Replies 12,926 Views

I'm having a similar problem. Crashes every 20 minutes or so. Sent a savefile, but can't find minidump. Will try re-installing later.

9 Replies 9,362 Views

Alright, I have high hopes for you guys, do your best! Can't wait for the update- I find myself constantly checking impulse to see if its there yet. [e digicons]O:)[/e]

15 Replies 13,546 Views

Even with locked teams, there's a lot of possibilities. Say, friendliness- a research/advancement that causes cultural loss whenever a certain enemy attacks you (Ie. does damage to ships or structures in YOUR gravity well). What I'm saying, is so far Diplomacy has seemed to remove or make difficult features that existed- rather than making new, interesting features that spawn new tactics. Of course, I am interested in pacts, but those aren't really working yet.

15 Replies 13,546 Views

Oh cool, people seem to understand what I'm talking about. These are all good ideas. Basically, it seems that I, and a couple other people, want to have basic abilities (the original treaties, resource giving, missions) be usable either from the start or by researching one tech (universal translator/language). The research could be used to improve efficiency- for example, with no tech, feeding and missions only give %50 of the resources. Basically, for diplomacy to be effective, you h

15 Replies 13,546 Views

I've played Sins since before Entrenchment, and my two thoughts were: 1. I wish I could fortify better. 2. I wish the diplomacy was more substantial. When Entrenchment came out, I was joyful. Better defences, different defences- but all the old stuff stayed. The current problem with diplomacy is that the player LOOSES functionality, instead of gaining, as in Entrenchment. To recieve missions, you have to wait for the AI to resear

15 Replies 13,546 Views