I'm currently 5 hours into one save against 3 Hard AI on a random map (just a typical round map as it turned out). Early game, I felt very much like I was in a rock and a hard place, playing TL and turtling my few planets against their fleets. Things got hectic at about the 2.5 hours mark, but then one AI derped and randomly died (After I took one of his planets. Ended up pushing to the capital, it was fine and intact. Shortly after that, all
Mick6662
I've been having some issues loading the game recently (last hour). It launches in windowed mode, like normal, then it just... freezes. Don't get anything, just a black screen. I leave, dont touch anything- same result. Restarted steam, no change. Verified game cache, no change. Help? EDIT- Ignore. Right after I posted this it fixed itself.
Also important, an official IRC (With Lavos blessing) has been opened. Get to it here- http://cbe002.chat.mibbit.com/?channel=#SoGE&server=irc.coldfront.net&nick= IRC got moved. Sorry for any inconvenience.
[quote who="Teun-A-Roonius" reply="2" id="3292156"]I don't think this even occurs in any gravity well.[/quote] Its not a very strong effect- ive only really seen it when a big ship is doing it or something slow (like siege frigates) nose dive to the planet. Probably just very subtle.
I just noticed something- or realized, whichever fits. The manual states that the game uses gravity wells to adjust speed- going towards the center is faster, and going away is slower. So how does this apply to neutral things like Asteroid Fields? If anything, they're orbiting a lagrange point ( i think), but either way lack the central mass that makes their speeds change. Does this still apply to non-planet gravity wells?
Damn good response @ Bilun, thats very helpful. Thanks Rovert, im focusing on the original game though. GoaFan77; Yeah, forgot about that. Ill have to tie that in with the after effects of the Power Surge, making the shield flicker. And then this story picks up in the counter offensive part. Advent character enters halfway through the book.
So, i've started submitting a fan fic, but theres still parts of the lore i need to iron out... ( link ) The vague idea i have running is to situate this story between 3 individuals- one advent, Tec and Vasari. The first.. well, book.. would be based on the original game. Nothing envisioned yet for the middle or end. I only have a vague idea for the end of the cur
[quote who="KING-B" reply="2" id="3203621"]Keep it coming dude. Going good so far [/quote] Totally forgot about this thread. Glad to hear its not terrible. I got sidetracked with another story (non sins based) http://www.fictionpress.com/s/3042145/1/Alien-Menace Ill get back on this, i had another ch written, but had writers block after that.
Chapter 2: That was ten years earlier. Ten years of non-stop war, of death and destruction, of whole planets being vaporized by an incomprehensible alien force. War a previously unseen scale. He hadn’t seen his home planet once in that ten year period. Not once. It was the same for other first generation veterans; those who from the original Trade Militia or those who enlisted in those dark early da
http://www.fictionpress.com/s/3041331/1/Sins_of_a_Solar_Empire_Fan_Fic Ive uploaded the first chapter and the prologue, the second should be up soon. Im writing it to explore all of the universe alluded to in the actual game, and expansion packs. That said, its very vague and im claiming some poetic license on parts where i fill in the gaps. Its starting in the universe as explai
[quote who="Volt_Cruelerz" reply="98" id="3183683"] Quoting Mick6662, reply 97Could you pull Starbase Mobilization down to Tier 6? its rather hard to reach ATM, and is watered down considerably. No. The Orkulus is and always has been the most powerful starbase and Starbase Mobilization basically turns it into a titan without fleet supply or capital supply. SM in it's current implementation is OP and there is no way I'm pulling that down.[/quote] I w
Could you pull Starbase Mobilization down to Tier 6? its rather hard to reach ATM, and is watered down considerably.
[quote who="Volt_Cruelerz" reply="49" id="3180042"]Is it possible? Yes. Would it take hundreds of man-hours to do? Yes. You see, to do what you're suggesting, it would take a massive amount of effort to do it. Certainly possible, but there's no way I'm doing something that complicated when the devs might implement it into the game code itself with just a couple lines of code.[/quote] Eek, had no idea it needed so much work...
Would it be possible to add in some incentives for Vasari Loyalists to go fully mobile? Like, if you had no planets, a set of buffs kick in. see https://forums.sinsofasolarempire.com/427373 for the original idea (not mine)
No im not. And this mod is like 3 times better than when i last tried it- and this its alpha. Still huge amount of bugs- like a wide plains terran planet thing had less militia than an asteroid.
[quote who="Volt_Cruelerz" reply="44" id="3179840"] Thanks for the compliment. That said, many of the changes the devs refuse to implement that I have are due to the fact that their incomes do ride on it, so drastic changes could drive away players which is obviously bad for business. They only hear from a small percentage of us on the forums as the vast majority of SP players never come on the forums to voice their opinions so drastic changes could drive away these players.
I always like when an independent, unpaid mod does a better and faster job than paid devs. And listens to the community. Bravo to you volt, we need to clone a few of you and take over stardock. One suggestion- a possible buff for the Kol, seeing as its an AM pit, possibly make that: 1 (if it stays passive) theres a chance that 100% of the negated damage becomes (i.e. if a laser shot that does 10 damage is reduced by say, 20%, 100% of that 20% becomes AM.) or 2) if it becomes an a
Vasari starbases most definitely do not slow down or halt multiplayer.
[quote who="Timmaigh" reply="32" id="3172959"] Quoting Mick6662, reply 25 I just found it frustrating in that theres like 60 new techs in diplomacy (assuming 20 diplomacy techs), where rebellion gave me 36. I think this should be classified as another mini expansion. You are looking too much into numbers...like if the higher number of new techs = better game... Additionally, those new techs
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I just found it frustrating in that theres like 60 new techs in diplomacy (assuming 20 diplomacy techs), where rebellion gave me 36. I think this should be classified as another mini expansion. For this price i was expecting a SIGNIFICANT inter faction difference- for example- TEC LOYALISTS- - greater HP/shields for weaker weapons, vice versa for rebels.
More Techs, planets and ships to help differentiate the factions would have made it much more worth it. theres what, 6 new techs per faction? i was hoping for 15+, with some unique capital ships, unique heavy frigates (heavy combat frigates) and unique structures. Rather, i got a unique Titan..... and 6 unique techs. More difference would have made a world of difference.
[quote who="Mecha-Lenin" reply="42" id="3169431"] Quoting Mick6662, reply 41Best buff i can think off would be to slightly tinker the adaptive forcefield. So that (starting off slowly), the amount of damage mitigated gets turned back into either shield strength or antimatter. Yeah, I hate when it dies when stuff starts shooting at it. And choosing to use AM for tank OR dmg is so.. idk, a choice? I hate choices. Make adaptive forcefield passive, like Corsev. You can't say C
Best buff i can think off would be to slightly tinker the adaptive forcefield. So that (starting off slowly), the amount of damage mitigated gets turned back into either shield strength or antimatter. Since, after all, it is a forcefield. It wouldnt overpower it, but would give it some much needed strength. And maybe make the railgun go through frigates/cruisers. Thatd be awesome.
So, every non-TEC LF has a second ability that is more defensive than offensive.... Why not balance it out and give them something defensive as well.