Thanks B I see it now, was a bit too subtle for me!
booly
How are you supposed to demolish a research station if you have reached the logistics cap for the planet (to make room for a trade station) ? I looked everywhere and couldnt find a way.
It seems as though the design so far has gone down the free jump with fuel range route only to be changed to phase lanes at the last minute. So that programming is already part done. In fact I am puzzled why they went with the decision to go with lanes when the fuel range is clearly not fully implemented and presumably never has been, how can they have tested free jump without that? It reminds me of MoO3 in several ways, not just the use of lanes but also hacking the programme about wit
OK I think my pro free phase opinions are known for purposes of voting but I want to add a few more observations and suggestions along those lines, for purposes of persuasion! Currently phase lanes don't give you any of security or simplicity they were put into the game to achieve, because the scouts can completely ignore the inhibitors and don't have an effective fuel requirement meaning they can dance about all over the place. This increases MM rather than decreases it. So th
matty, you're digging yourself a very tidy little grave. we here at the sins forum cling fanboyishly to our Devs. No we dont, facing reality is best for everyone, tell it like it is matty, fanboys who are afraid to make themselves unpopular and wont give it to the devs straight are not doing anyone any favours. I have to tell you MoO3 BB was full of that kind of bigotry before the big flop. While I agree it could look a lot better, wha
I agree with Jams basic premise and I think Ironclad would do well to face it and think what they can realistically do about it. That is the main reason why I made the post entitled "Celestial Icons, thoughts". https://forums.sinsofasolarempire.com/?forumid=440&aid=148904 in which I made some suggestions about how to handle the icons and look of the star systems. I know Ironclad have worked on icons and have established a change with zoom-range sys
Well its the old Airfix Vs Lego problem isnt it? You could also look at it as RPG v RTS, do you have a premade kit that turns out the same every time, or do you supply the building blocks and allow players to operate them to produce emergeant strategies? I am a lego man myself, when it comes to games.
When I set a fleet to guard location and then had it phase from that location to another system, the fleet then started to cross space slow speed back to the previous location when an enemy ship showed up there, they were way outside the gravwell, about 2 diameters back towards the planet they had just come from and heading back that way. I could only stop them by changing the aggression stance and then they responded, prior to that they did not, & I replicated it.
all the games I have played I began in one star system with all the other players in the same system and no players in any other star systems and I can certainly confirm what daniel is saying that none of the AI were trying to colonise spare star systems. In fact I did actually have some fun, I know it is forbidden but I just couldn't help myself where after one ferocious battle I had a cap ship an
Yes I remember Stars!, in fact I still play it. It has definitely got something with its tangible commodity approach that hasn't been bettered since. I completely agree that I was intuiting/wanting the blue antimatter bar to be a crucial fuel factor in phase jumping. I think it is still being developed so hopefully it will make more sense later. I think its because the fuel economy doesnt work properly that spacelanes were needed to produce frontiers. If the fuel system worked better th
trajectories and accelerations are quite precise in space travel actually, but the interesting thing is they tend to be curved, not straight lines, that might be worth thinking about
thanks version 0.61[b].009 further testing reveals the cap ship fighters are only invisible in the star sector of any star system
the beta I am playing at the moment (I downloaded it last Sunday evening) I cant see any capital ship fighters 3D models when I zoom in on their icons, but I can see system fighters when I zoom in also where do you find version info in the beta ? might be nice to have it on the menu screen or in the corner of the options box
Its already got a few nuggets of BSG in it ! Just don't tell the TV execs or they will smite you with their writ of pitilessness
I was looking for posts on double click using search and it came up with this one, so I will add a hapenny here since we are talking about fleet management. I was going to suggest a double click to select all units of type in visual range or perhaps in the same gravwell (+ a bit) it would make it a bit easier to organise them. Also linked to phase jumping, I am not sure about this through route business, I have enemy fleets bunny hopping around my empire even with a huge reception commi
So if your resource runs out is there no respawn process ? If you had good scanners and free jump you could have new roids popping up wherever. Or maybe with the current system (& scanners) you could capture new roids with constructor ships as they are passing through the system on long eliptical orbits and bring them into orbit around your planets so you can mine them.
Interesting, I preordered and will play my first beta game today in a few hours. I will do my best to be very serious about it and not to have any fun of course So analysing the problem from what I have seen so far, if I understand, it is that free warping fleets can select from a large number of targets, confuse opponents and exhaust defence fleet's antimatter reserves by forcing them to dot abou
I have been watching the gameplay vids from Multianna and at this stage want to make a comment about the way the icons for planets could do with some TLC to get the "look" right. IMHO I know it seems superficial but wrt first impressions and immersion, I think it makes a big difference. It would be interesting to hear what other people think. Personally I would prefer not to see a fake 3D planet hanging there at the end of the phase lane, I like seeing an icon of some sort but
TB & RT = apples & oranges. Ironclad and Kerberos went their seperate ways because they had two different visions, each studio can only work on one game at a time, but playing is a different story. We play what we want because we pay the money, as opposed to earning it with a single product. I am still playing SotS as my #1 TB4X in single player mode, no problemo. SotS is a very playable game, AI and turn processing much improved post patches, true it has some flaws and its own particul
I agree with Jamaldrn, it should be the scanner range / jump range principle. Its all about freedom of choice, the world is your lobster etc. Sounds like it is too late for a major overhaul like that.
my suggestion is change its name to "Sins of a Stellar Empire", that would be more amusing IMHO "solar" is huh?! it can only refer to Sol our one and only sun and is too solarcentric. Makes it sound like a novel or RPG. As far as I can tell this game isnt about Sol its about 3 equally playable empires, each with many suns, clashing. Stellar has that expansive and inclusive meaning, Solar is diminutive and exclusive because only one faction could own Sol (& therfore be a Solar