[quote who="Jafo" reply="8" id="3864656"] Quoting StormingKiwi, reply 7 Jafo, I'm asking TPScroggins for further clarification on their comment. Your answer reveals your thinking, but not theirs. This thread does not refer to the Stardock-Ironclad relationship thread. I'm sure my th
StormingKiwi
[quote who="Jafo" reply="6" id="3864649"] Quoting StormingKiwi, reply 5 Having a thread like what? A thread asking questions related to confidential business decisions that has no reason to be aired in public. The sort of questions you'd be required to sign an NDA
[quote who="TPScroggins" reply="3" id="3864279"] I have a quick question, what are you trying to accomplish with having a thread like that? [/quote] Having a thread like that? Having a thread like what?
[quote who="redskittlesonly" reply="4" id="3864621"] Stardock and Ironclad are working together. We've got some Stardock employees who are helping make the title, and then Ironclad is also developing the game. Stardock is the publisher though. [/quote] Thank you for the clarification.
I am wondering what the arrangement is between Stardock and Ironclad? Are Ironclad developing and Stardock publishing? Or are Stardock assisting in development as well?
Curiouser and curiouser! The mystery deepens.
I recently made a thread on these forums, discussing Sins 2 and its distribution, titled: Perplexing Partnership between Stardock-Ironclad and Epic Games Store. That thread was locked. No reason was provided, either via moderating post in the thread or via Stardock PM. As no moderator put their name to the action, I am unsure who to message to ask for clarification and answer the question: "Why was the thread locked?"
A lack of a "No Titans" option. Hard coded AI that was not open to modding and alteration, particularly with gametypes that the AI did not understand. Balance considerations - some ships and structures were unbalanced relative to others, limiting the viable range of the roster.
[quote who="FishFillet8575" reply="5" id="3864031"] Everybody seems to forget we had pandemic that made most businesses closed its door due to global economy regression. Regardless of platform, I can understand the need of the cash advance for the survival of the devs post pandemic. I am just glad Stardock and Ironclad didn't went bankrupt during the pandemic. [/quote] <a href="https://www.bloomberg.com/opinion/articles/2022-01-16/pandemic-s-boost-f
I think some automation of units joining control groups, production assigned to fleets, fleet management and fleet orders is necessary innovation in the genre. Meta units and production ordering from Ashes was great. The problem was that some random factory would fulfil the order, so often your eastern factories would be supplying your western forces, while your western factories would be supporting your eastern forces. I also would love the ability to save a fleet template li
[quote who="Darvin3" reply="5" id="3863321"] One of the things I feel Sins did extremely well is its streamlined macromanagement. A lot of RTS games require an incredible amount of attention and management in their economic systems, often disproportionate to the amount of strategy going on there. A game like Starcraft 2 requires incredible amount of attention to be paid to workers to keep them tasked correctly while also keeping them safe from harassment. Supreme Commander requires incre
I am perplexed by the partnership between Stardock-Ironclad and the Epic Games Store. I have seen Stardock staff state two justifications for the partnership; these two justifications are the foundation for my confusion. 1) The B2B revenue split. As far as I am aware, most other digital distributors, including Steam, have a 70-30 revenue split, where the developer keeps 70% of revenues generated by the game and pays the distributor the remaining portion, 30%, for the ser
[quote who="WHIPperSNAPper2008" reply="5" id="3863920"] Quoting Yarlen, reply 3 As to AI, it's a bit too soon yet as gameplay is still in development. Do you think there's a chance that the AI could be made fully moddable, allowing modders to potentially develop better AI's? [/quote] Th
Recently I released a simple mod that disables Titans and their associated research for Vanilla Sins of a Solar Empire: Rebellion. https://www.moddb.com/mods/titans-disabled
[quote quoting="post"] Finally, a bonus question... 5. What's the deal with Corvette mass? Every time I build a million Corvettes, they just instantly die to anything all the time. Splash damage for sure, but normal ships too (even when I get behind the enemy fleet and nullify their guns because they're facing the wrong way). I'm obviously missing something - once again, it's one of those items that I see in guides, but nothing about execution is
I'm wondering whether we might get another real time 4x strategy game, published by Stardock, in the future? I think that Stellaris needs some competition and feel Stardock would do an excellent job at giving Paradox a run for their money XD
[quote who="Frogboy" reply="2" id="3756656"]I feel like there's still a lot more to do in GalCiv III before moving on. But I would love to make a game that combines GalCiv + Sins + Stellaris. [/quote]I dream about a love child between Sins of a Solar Empire and Stellaris. But made by Stardock, not by Paradox. I'm not a fan of Paradox's design process. Edit: Actually, add Distant Worlds Universe to that combination, and I would be ecstatic.
Good, night maps don't suit a tower defence. Can you remove the stupid camera hijack on some maps. There is no reason to take control of the camera from the player after the game has loaded. It's annoying in Ashes and it's annoying in Siege.
[quote who="GGTheMachine" reply="5" id="3744996"] The point was that many RTS games have boring base building, where the placement of structures isn't meaningful. But then some RTS games take it to another level because of how their games are designed in a way that placement of structures has consequences. I wanted to highlight the examples of good RTS design. [/quote] I think this idea of good RTS design you have is based on a shaky foundation. Yes, other RTS
[quote who="Sir_On_The_Edge" reply="23" id="3745221"] There is a Founders only forum here: https://forums.stardock.net/forum/1186 This is where the Devs will be looking for feedback and bug reports. [e digicons]:)[/e] [/quote]Thanks This forum is difficult to navigate. I can't see the founders forum unless I follow that link or start from google.
Where is the private forum?
[quote who="ErrantPigeon" reply="3" id="3744961"] Though there is a point to be made about automation: while QoL improvements are nice, it also means that there are automatic choices - meaning that it's not a meaningful one. [/quote] You are conflating the execution of a decision with the process of choosing a decision.
I think I missed the point of this. I'm not sure what the underlying question is. To answer the question, "Do you like building your base in an RTS?" asked on Twitter: In RTS's, I like it when units interact with one another at the macro-level. Base-building is a distraction from that. (Consider Sins of a Solar Empire: Rebellion, where the details of
Kingdom Rush. I like the abilities you can use to swing the tide of battle. I like the variety of towers and the fantasy theme. Hopefully Siege of Centauri is great!
Ashes is a game I really want to love, and I have been holding out on reviewing it on Steam. But as a game it plays more like a technical demonstration of what the nitrous engine can do then a full-fledged game in its own right. I probably will not review it, because I want to see Stardock succeed, especially given they publish Sins of a Solar Empire. Is this game still being worked on? Or have dev resources moved on to better things? It's a shame because I feel like As