Add me to the list for "AI surrendering". Having to wipe out poorly defended asteroid after poorly defended asteroid when the AI is utterly unable to resist - all its major fleets and planets having been crushed or captured - is pointlessly and unentertainingly time consuming. I could probably play 50% more games of Sins if I didn't have to slog through the mop-up phase every time. - Ash
Asharak
I'm pretty sure that stuff (and more) is explained in the tutorials. Who knows what else you might be missing tsk tsk! I played through them, so if those details are in there, then I completely failed to internalize them. - Ash
"Weapons Range" is effectively what most games would call "Hold Position" though we'd argue this is a subset of "Attack Range". Yeah, Craig already straightened me out about that, and I'm happy with the functionality as it is, then (pending more play, of course). That said, you might want to consider simply renaming Weapons Range to something like Guard Point
Yeah, I raised the very same problem/suggestion in a post I made earlier today and Blair confirmed that it's in the works. - Ash
Hey Ash, Right click the attack button until you get auto attack range is set to 'weapons range'. Your ships will stand guard without moving. Thanks. Damn beta software doesn't even have a freakin' manual. - Ash PS> Oh, and I just lost my first fight. Can you make it so that doesn't happen again?
When we didn't have the camera unattach from the object when you went to zoom, everyone complained that the camera was being pulled along. Thus, we exposed access to the "attached camera mode" and made it very easy to toggle between them during game play (button top left and the letter N on the keyboard). It is an interesting idea that perhaps the camera could stay attached when pointing at the object though I'm not sure how easy that would be to do if you were zoomed
I played my first game of Sins yesterday, and while it was generally enjoyable, there were a quite a few things I thought could use some improvement. I was using version 0.76[b].018. There were a few things during the game that struck me as blatantly wrong (I imagine some or all of these have been mentioned before, so my apologies for any duplication): - The "Zoom to Cursor" mode doesn't work well with the Follow camera. Whenever you have your view centered on a moving object,