Frogboy

Frogboy

Joined Last seen Member # 1
1,342 Posts 4,661 Replies 103,643 Reputation

[quote who="rapha320" reply="6" id="3594055"] i understand about more player base for feedback, but once its in early access founders program will end anyways , now releasing it early access to get people outside founders to help then its also understandable. [/quote] We are just about out of Steam keys to give out. If we want more people in the program, we have to make it available on Steam. If Steam let us have more keys, we'd just keep the Founder's pr

15 Replies 45,325 Views

[quote who="rapha320" reply="3" id="3594044"] this worries me a bit, if its only because of the founders program, why not close it and still do early access in January? all thou i read you will have a disclaimer for people not to buy and what not i'm afraid most will get it because of "dx12" and obviously there's bugs and more things to fix but the impact of negative reviews might impact the game in the long run. [/quote] We need more players to give feedback. So sto

15 Replies 45,325 Views

[quote who="zychrias" reply="65" id="3593555"] Quoting Drizzt321, reply 63 Also...as with some of the others, I have no clue what "click to zoom" means. The way it was used it sounded like click to zoom out which doesn't make any sense to me. If you're talking about click from strategic view to zoom int

131 Replies 670,545 Views

[quote who="NatsWright" reply="3" id="3593244"] Cool, but cannot see a mention of the bug that allows you to instantly produce units in a game.... Seems to occur very often now and really affects gameplay badly, with regards to play testing the game.... I posted in the Bug's section a few weeks ago about the issue.... [/quote] That particular bug is why this hasn't been released yet. It's a showstopper for 0.55.

28 Replies 189,556 Views

@ASDF Yea, we very much want to come up with something where you zoom out and get a good idea what's happening The reason why we don't want to give commands from the zoom out is, as Chris Taylor said to me: (paraphrasing) "The one problem with strategic zoom is that it makes the terrain less important. As time went on, we had to make our maps have simpler terrain because you can't really get into the subtleties of terrain when fully zoomed out."

38 Replies 23,690 Views

@Minidump, to be honest, your previous posts have already made me write off your feedback. Honestly, I could really care less what you want at this point. Unless you say otherwise, we will be refunding you and ejecting you from the program by EOD tomorrow.

38 Replies 23,690 Views

During November and December we will be hooking up the final strategic situation map for the game. The way we plan for this to work is as follows: When the player zooms out beyond the maximum zoom we have in game, a map of the world will be displayed. From this map, the player can click to zoom in on any part of the map and get a general situational awareness of it. For founders, this is the opportunity to make your mark on the game. There have been some good con

38 Replies 23,690 Views

[quote who="minidump-hellboy" reply="50" id="3592329"] I am playing this now and having a blast. The map is excruciatingly difficult to navigate. Attack move is ATTROCIOUS. Click to zoom the WHOLE MAP fixes all ills with this game. It's INEXCUSABLE that these maps work this way. This must be fixed. It is pure retardism of an otherwise pretty decent game. You devs must DO SOMETHING ABOUT IT. I don't care if you

131 Replies 670,545 Views

[quote who="eviator" reply="4" id="3592301"] I am running an i5-2500K and while the game isn't as smooth as butter, it runs unexpectedly well. I believe they have the CPU requirements higher because they want people to have a great experience, and not poo-poo the game because it doesn't run to their expectations on older hardware. I like how you've differentiated the units by their role and strengths. Now I'd love to see the behavioral differentiation you plann

9 Replies 11,964 Views

Greetings! We've gotten some questions on what the "campaign" will be like. Here's what we're working on: From main menu you'll click on "Annihilation" which is where "Missions" is right now in the main menu. After some setup you will be brought up to the galactic map that the Post-Humans and the Substrate are fighting over. For the initial map (1.0) there will be 26 planets which will have Sins of a Solar Empire like conne

23 Replies 6,211 Views

We are looking at additional air units. Whether or not there's budget for them in 1.0 remains to be seen. But we have a design for an air unit called the Roc and another called the Havok (think like the Brawler in TA).

6 Replies 12,762 Views

Hi there! I couldn't find your other topic. Leaderboards and other Meta game features won't begin to show up until early access. Right now, this is very alpha. Just engine testing. We expect the meta game features to start showing up late next month.

2 Replies 13,100 Views

We haven't released this to the public yet but I wanted to give you an idea of some of the pretty significant balance passes we're doing that should show up in the next build. Communicating Differences We are very much interested in making sure that units communicate what they're good at visually. The UI will continue to be refined to show more information but below are our core variables we're working with:

6 Replies 12,762 Views

There's still a lot to do on the AI. It's a real challenge for the team because we want to iterate on design based on feedback but we also don't want to have to throw out AI code. When I wrote the AI for Fallen Enchantres www.fallenenchantress.com I ended up basically starting over a few times and besides being frustrating, it's expensive. So what we're doing here is implementing the AI in bits as th

17 Replies 742 Views

The goal is to have 7 difficulty levels with the middle one being the one that provides a challenge to the people in the middle of the bell curve of skill. When we get into late beta (let long after leaving ALPHA) we will start o decide where that is.

17 Replies 742 Views

Internally, we refer to our units as T1s, T2s, and T3s. So do most of you guys. But with early access approaching this Fall, we need to settle down and refer to them with game names. In Sins, they're called Frigates, Cruisers, Capital Ships and Titans. We're inclined to go with the same naming convention here except call the T3s Titans and save future T4s to be called Juggernauts. What say you?

9 Replies 445 Views

[quote who="KaneTiberian" reply="20" id="3589749"] Quoting Frogboy, reply 3 We want to convey useful on-screen information but we don't want the game to look like some grognard tabletop war game. Be ready to that it may not be possible. Tabletop games (including chess), battle maps and&nbs

25 Replies 59,690 Views