In addition to fleshing out the narrative potential of the Sins universe, a campaign would also provide some continuity for those of us who loving name each of our capital ships, planets, and starbases, and imagine their crews, citizens, and commanders (respectively) gaining experience, suffering through events, and either becoming stronger for it or going heroically to their deaths. When a game of Sins is over, it's over. You might name your new capital ships in your next gam
thepurplyone
I believe that XIII is standing alone, as they tend to, but still being part of the universe of XII and Tactics Advance (and a few other games). Can't think of the name of it off the top of my head... has something to do with crystals I think. Someone better informed will sling it up here soon, I'm sure.
[quote who="tesb" reply="5" id="2047450"]a galactic council which could propose significant resolutions like embargos ect. a player who would invest in his civil structure could become more powerfull then a player rushing for military might.[/quote] I would love to see an updated diplomacy system after the spirit of Sid Meier's Alpha Centauri. I loved that system, even though it feels fairly constraining now. It did wonders for the feel and mood of that
I'm really not at all qualified to answer your questions, but I do recall reading something about a known bug with Meteor Swarm. As for the siege ships (aptly named, btw... because that's exactly what they look like, and it's a little silly), I have also had a lot of trouble with them autousing their ability, which is their only means of offense... their weapons aren't mounted normally. Why this is, I'm sure I have no idea, and I do think I remember talk of reworking that prior to
[quote quoting="post"] okay, so i DO understand how shield mitigation works, my question is why is it there and what is it supposed to represent? like, if you were to apply it to a "real life" battle, why is it that shields reduce damage MORE as they are weakened? [/quote] I don't remember where I read this, might have been in the manual that shipped with the game, but I think the "flavor" behind shield mitigation is that as the vessel takes damage, its crew analyzes the a
Fail. SecuROM is from the devil... that was giving me trouble long before DRM became a hot issue and maybe even before I knew that game piracy was even an option. All it's ever done is prevented me from playing games I legally own... utter nonsense. Obviously I *never* use cracked or pirated games, but if I did, I imagine they would be much easier to run without making the premise of jumping through DRM's hoops. Media rights my left nut- DRM will be the end of the
I always go with "The Council" for any faction, though I very seldom play Vasari. I do have a variety of naming conventions for cap ships, however. I usually run out and start using defaults as the game goes on, though. TEC : I use the prefix CNV, or Council Naval Vessel. Kol: Hyperion, Galactica (nerd alert) Akkan: Audacity, Horizon Marza: Hellfire, Gilgamesh Dunov: Saratoga, Arapahoe Sova: usually go with given names <st
Ah! Celebration!
I also really want to see the Advent starbase. And I want to play Entrenchment! I LOVE defensive structures. It's almost a little bit weird, to be honest. But I understand why we're not allowed to know their estimated release date. It's because we misbehaved the last time we got one. The bottom line is that it'll come out when it's ready, not before, and all we would do by squeezing a date out of them is possibly guilt them into releasing it before they'r
Being one of those 'grey area' people who can easily defeat a new player but is really still no match for a veteran, and one who seldom plays against humans anyway, I'm not sure how much value my opinion holds, but here it is anyway. My understanding is that against human players, no defensive fortifications will hold off a serious assault for very long at all. However, if you have a fleet ready to meet the invaders, the best way to support that fleet is with repair bays.
Does anyone else feel warm and fuzzy inside when Stardock folks come on the forums to help resolve problems such as this? I enjoy this company immensely. :)
Oh I see. So they aren't packing siege frigates there... I guess that was my concern, that you would conquer the base and just get bombed. I misunderstood. Very clever!
[quote who="GHenrikG" reply="20" id="1950034"] Hey man, calm down! He was just stating his oppinion and not attacking you... IMHO the beginning of WOT is very cool, the middle is very weak (even boring to me...) and the last published book is very good again. Looking forward to the conclusion although the author has died in the meantime... I think his son is finishing it, is that right?[/quote] (puts on WoT nerd hat) The final volume of WoT, which will probably be called A
I didn't realize you could appropriate orbitals and garrison ships of the pirate base by colonizing it. I've always gone around exterminating them with a massive assault force. What effect does this have on your supply cap though? Minor issue really, just curious.
I sure am afraid of experienced online players, and not just in Sins. Like a lot of other folks who have posted here, I'm just not what you might call a "dedicated" or "competitive" gamer. I love videogames and probably play them a great deal more than is healthy for my body or social life... but aside from the occasional friendly game of super smash brothers or Mario Kart 64, I just don't have that competitive edge. I think I've played one multiplayer game of Sins ever, and
I saw this trailer over the weekend when I went to see Quantum of Solace (which, imho, was a bit of a letdown). I was quite a "trekkie" in my younger years but the series has appealed to me less and less over time... particularly with the general catastrophe that was Enterprise... but this trailer has renewed my faith. I'm ready for this film, and oddly, a number of the people I was with admitted that it looked good. Perhaps because I didn't even realize what it was until ab
I loaded up impulse and, sure enough, I was a few decimal points of a version behind (I don't do this on a regular basis because Impulse does not play well with other things on my computer)... I let it update and now all is well in achievment land. Although I'm sure I will never find space poines again.
In other words, that's what I get for playing beta patches. Thanks!
This is probably not the kind of suggestion you're looking for, but a quick fix would be some kind of AI rule that makes computer players surrender when they're quite obviously doomed (i.e. decimated fleet, no resources, down to a handful of underdeveloped planets, and your massive fleet jumping from system to system annhiliating scout ships and constructors). I've not played multiplayer extensively, but I would think most human players would surrener at this point. I certainly wo
Here's a fun, peculiar issue that has recently arisen with my game: I recently reinstalled Sins (multiplayer compatibility issues), and updated to 1.09, and now the game will not save any achievements. Whenever the game is closed, they all reset. If I reload a game, it awards any achievements I may qualify for (such as Fleet Diversification, Export Maven, etc.) and saves them for the duration of the session, but they all go away again when I close the game. This has
Ah, they're finally making Majesty 2? I loved that game. Guess I'll have to make a point of picking that one up as well... assuming Paradox doesn't call the DRM fairy...
Sims 3. Dawn of War 2. Maybe TC's Endwar (I'm pretty curious about this voice-command system), but I'll try it before I buy it. Maybe the Neverwinter Nights 2 Storm of Zehir expansion, if Atari ever reinstates my CD Key for the original game (which was not used inappropriately, and their staff has been mum on the issue... DRM will be the death of my happiness). Mirror's Edge looks interesting as well, though I'm generally more the RTS type. And D
Excellent list. #1 is very irritating, as you said, in the larger scale games when scout ships jump into systems alone and the warning makes you think that an assault fleet has come for one of your core planets. There is also the added danger that you might miss the important messages, such as an endangered capital ship. I have played several games that give you intuitive control over what warnings you recieve (Rise of Nations comes immediatly to mind) and it's an excellen
I'm glad somebody finally pointed out the price equivalencies... most expansion packs run for about $30 these days, and as someone mentioned back on the first page, it doesn't make business sense to package each of the micro-expansions individually, with a box and a manual and shipping and so forth. If it makes anyone feel any better, just think of the micro-expansions as pre-release goodies to the supposedly imminent "full expansion." I for one can't wait for the campaign. 
I was a little surprised not to find this elsewhere in the forum, but I guess it could be a fairly specific thing. If I missed it, I apologize in advance for my ignorance. Anyway, the 1.1 fix list had this entry: "Fixed bug where ships that autojoined formations would have their preorder move point overwritten by the rally point code. This meant that the last ship joined would always try to go back to factory, instead of in-formation with their fleet." I just install