SithLordAJ: That's a good point about using hotkeys. I suppose I could just manually reassign hotkeys based on distance to make picking the closest factories out faster. It still feels a bit backwards to me though. I want to be able to manage (ie. add & remove) ships from the composition of my fleet in one place. I also don't want to have to baby-sit the build queue as fleets take losses... just re-build according to the composition I set out, and if I need
TheEvidence
Hey all, I've been thinking about this one for a while. There are a few modifications to Sins' interface that I'd like to see, and I'm pretty sure they'd all improve playability without needing balance testing. They range from relatively simple to really complex. I've selected my top 3 to share with everyone. Difficulties ratings for implementation are just rough guesses based on how much might have to be changed and tested to get them to work.</
I play advent in SP quite a bit, and I've found the Deliverance Engine to be a bit useless if you aren't using it to boost a combat fleet. Even with two entire galaxies packed full of DEs (I know I know, not going to happen in MP, bear with me) bombarding an enemy's planets, it results in nothing more than a slow decline in allegiance. The issue with DE is that its effectiveness is capped, hard, by the same mechanic as culture centers. This means th
That's a good point Itharus. I don't think anyone could make the argument that it's unbalanced... 125 population for that kind of price isn't exactly a steal. You know, now that I really think about it, this is a problem that has already been solved. Planets have SEPARATE caps for logistics and tactical structures. I think it would make sense to do the same for starbases. So maybe not a no-slot upgrade, but separate upgrade slots
Yeah, I don't really play Vasari that much, so I was kinda guessing on what they should get. Really, all having a no-slot phase node would get you is being able to jump in to non-colonizable grav wells, or saving some planet slots. Colony pods would be an interesting choice. Another unique choice for Vasari would be the debris vortex. I think colony pods would be the best choice though, since like what I've suggested for the other two races, it's effec
Thought about this a bit... I don't think there needs to be a pact that increases the max number of possible upgrades. I do think that each race should have an inherent/zero-slot upgrade that fits with their racial theme. You'd still have to pay for them, but it wouldn't count against your upgrade total. My throughts would be: Evangelization nodes for Advent, Docking Booms for TEC, and maybe Phase Stabilizer for Vasari. This would give
Do mean mean a normal alliegance boost (like culture) or a boost to the alliegance cap (like from Allure of the Unity or Induced Reverence)? Boosting the cap would probably be a more powerful effect, and that's definitely be a very Adventy ability.
Greg30007, I see no contradiction. They suck, and I don't think they need to change.
I agree with the following two points: 1) Advent envoys are fine as is. 2) Advent envoys suck compared to other enjoys. I particularly agree with lbgsloan's points. The pacts I can offer as Advent are GREAT for me. Being able to get those pacts up is is a good enough reason to spam envoys. The only thing that might be reasonable to add to Advent envoys, given their culture-based abilities, is changing the culture rate cap
Today's lesson: Trolls are much like elephants. No, I don't mean they're wrinkly, smell bad and produce vast quantities of crap (although these are all valid comparisons!) I mean they have a looooong memory.
[quote]bidding against 3 AIs at the same time with very little of bounty difference won't work; try bidding on 2 AIs with lets say by the time u get 250 on urself make them like 2000-2500 >>> if this doesn't work well its a clear BUG[/quote] Just for the sake of argument, I tried your suggestion... I put around 2000 bounty on 2 AIs just before bidding started. I end up with 2500 on me. However, thanks to that large lump sum, I was able to easily v
Just did a quick game to test out AI bidding under well controlled conditions. It was me and 5 hard AI (I'm assuming hard doesn't cheat?), LOCKED teams (yes, the AI are all on separate teams) and this was the first pirate raid. Here's what happenned: Pirate raid alarm goes off, and by the time I look at the bounty display there's already 250 on my head. My average ranking is ~3. No bids on anyone else... time to fix that.
Just noticed a bit of an odd AI behaviour. AI relationship to me is at 7.16, mine to them is 13.01 (they spammed envoys at me, I haven't responded in kind). They AI keeps offering me the L1 pact, and then cancelling it as soon as I accept. If I don't cancel my end, the AI will just thrash the pact back and forth, periodically agreeing to it again and then immediately cancelling. Either the offerring and cancelling logi
It was in, and then they took it out? [e digicons]8C[/e] Well, I hope it was just removed because it needed a little debugging... I'd really like to see it in the game (again, apparently!)
I have to say, I really like the pact system in Diplomacy. It really makes buddying up with an AI (yes, I play SP instead of MP, I have my reasons) yield some remarkable benefits, but something seemed missing. One of the most prominent things that makes me consider ganking someone else's planet is Artifacts. They're rare, they're powerful, and they show up ever so conveniently on the map. They're just begging to be fought over... <p
Pirates have far too much military muscle right now. I think perhaps they should be... well, more piratical and a bit less like a massive military power. I think the high-power raids should still happen, but only through suitably lucartive mission offers (the idea being that such offers would draw mercenaries from across the galaxy, or some suitably fluffy explanation ^_^). Raiding on multiple fronts, focusing more on economic damage (