Just downloaded Impulse.. Writing this from within Impulse right now. It not only works well and looks cool, but a free version of Colors was immediately available, as well as the Sins of A Solar Empire theme for colors (since I have the game itself.) I am dang glad I downloaded it JUST for that theme. It is really nifty, and even makes opening Lotus Notes to send email at work kind cool and fun.
arentol
Traditionally AAR actually stands for After Action Review, not Report. After the US military completes a field training exercise the unit commanders meet with their troops to discuss the results of the exercise, what went well, and what went poorly. This meeting is called an After Action Review. The commanders also meet with the other commanders for another AAR from a more strategic viewpoint. This was the original source of the term, which has since been modified in forums
I would implement cloaking like this: Two races have Cloaking on their tech tree. Cloaking is pretty early on the sensor branch for one race and a couple techs further down for the other race. Cloaking could not be traded, but could be stolen. Default cloaking reduces movement by 1 for each engine installed (making it almost useless in the early game, and automatically a lot more useful later on), and there is a 75% chance to be detected when ending movement in "sensor"
I would think you could mod the game to create an engine with 90 speed or something I think. That would simulate warping to another location, though to use it fairly you wouldn't want any non-human players to have it, and you would want to limit yourself to more realistic per-turn movement when not simulating a jump. You could probably also mod the game to have "fighter bay" as a weapon class, and do up graphics so that instead of firing a "Missle" or "laser" the ship fires "Fighters" a
[quote]with the GalCiv engine i think that will be little overwhelming thing to do for the Computer.these guys are good but there no geneses. every thing need to be taken in to account like if we add so and so, some questions come up like will it crash the system, will it run propley, and can we do it. these guys are good but not that good(no offence Stardock)And i think now that TA is out i don’t think there going to touch GalCiv for long time. i think there working on something for Sin of a So
[quote]My concern with this is twofold. Firstly it's sub-optimal to have the majority of your planets not building anything (social) and instead using their points from social spending on military spending. That's because if you set the slider to military 99% instead, you'll find your military production much higher. Thus if you only have a couple of planets falling behind it's better to do a split between military+social, or even go all military, and buy buildings for those planets struggling.A
I would like to see 3D maps. Instead of moving from square to square you would move from cube to cube in a giant cube-shaped map. Expanding and maintaining your empire and influence in three different directions would be quite different and exciting.
I've had stacks of as many as 30 ships before, but I would always fleet those up into 4 to 8 fleets and then send them all in different directions, or send them in paired fleets in half as many directions. Either way I just can't imagine a situation in which I would have a stack of 20 fleets, let alone 20 fleets I would be moving in the exact same direction at the same time.... It amazes me how many different ways there are to play this game.
[quote]I've only been building farms on my economy worlds. Maybe I'll try shoving one on all my planets and see how it works out. Does anyone know the formula for how population affects taxes?[/quote] Keep in mind that more population = more influence = more tourism income. So you really should look at more than just the tax benefits.
[quote]I feel like an idiot. I didn't know this - I thought factory output was only used to create ships - I had no idea that it had an impact on the rate of creation of buildings! At last I understand why some of my planets are inexplicably slooo-o-oow at producing buildings. Cheers[/quote] Yeah, welcome to the confusing world of Gal Civ 2. The economy actually works really well, but it does not work in an intuitive manner. For instance, research, social, and military producti
[quote]Okay, here are the broad strokes of my play style. I keep getting smashed. Would like any suggestions. I play: All options off except Tech Stealing. Common for everything, 0 minor races, very slow or slow tech. [/quote] I would turn minor races on, and go for 8 of them. They are excellent trading partners, and you can take them over mid-game and get a really nice planet for it. [QUOTE] Gigantic or Immense galaxy. Right now I am trying to play the Terra
[quote]One can see pretty easy what a ship is meant for, and names do not collide with each other between different games.[/quote] This is an issue I have run into recently.. If I try to use a different type of weapon on a design it might still end up with the same name as a previous design, thus forcing me to overwrite... So I have decided to try and rethink the numbering portion of my naming scheme. Any ideas are welcome!
I generally play Yor, so building an "economic" planet is basically impossible, especially early in the game. I also don't build research planets because I do 1/99/0. So if I found a PQ 26 early in a game I would build it up with around 16 collectives and 4 misc bonus type tiles. I would leave 6 for later galactic achievement and trade item buildings. Basically it would replace about three of my normal industry planets and would probably be the only military a/o construction ship producing plan
Your problem is clearly a general strategy issue, not a specific problem with how fast the AI develops weapons. There are a LOT of strategies that can work, but none of them involve a 33% spending split. My personal favorite, which works for me with all races in DA and many in TA, is the 1/99/0 strategy. You can probably find a more detailed description elsewhere, but here is basically how it works: For racial bonuses take the highest +Econ and +Morale bonuses you can afford.
(Everything below is my text, but based on other ideas long past presented and practiced by others on the strategy forum). One of the key issues that hasn't been mentioned is that building markets on low population planets doesn't actually work that well because the markets increase income as a percentage of population. So +10% of virtually nothing is still virtually nothing. What does work well is to not build anything on low population planets so the planets expenses don't overshadow
[quote]If i have never heard of the website and its not popular and the review sucks... Why should i care about the review [/quote] You could care because these reviews get rolled up into the metacritic and gamerankings numbers, and because one bad mark requires tons of very good ones to offset it. For instance, if the game deserves an average of 90 then it takes six scores of 95 to offset that one outlier of 60, and get the average back up to 90.
I think there should be formations, with the afformentioned facing options, and with a subset of attack styles available for each formation. For instance, you might have options like line formation, box formation, and echelon formation (Short-range Frigates in front, Cruisers and Long Range Frigates behind them, Long range Cruisers and Capital ships in the back). Then from the line formation your attack style options might be Encircle, Flank left, Flank Right, and Hold Center.
Check out this review from 2404.org: http://www.2404.org/reviews/4164/Sins-of-a-Solar-Empire-Review Now, every reviewer has a right to their opinion, but if you are going to be reviewing games then you darn sure at least ought to get your facts straight... The 3-way dynamic comes not from Starcraft, but from the fact that 2 races is just too few in a game like this, and four races is considerably more work than 3, especially when it comes to balancing. There is no need to as
I am debating between getting Sins and Barbie Horse Adventure: Mystery Ride. I read on the Gamestop forumz that they are pretty similar except that one has horses, and the other is a Barbie game. I luv Barbie but I luv horses too! What should I do?
The main reason Sins is called the first "RT4X" is because it is the first game to be called "RT4X". However, nobody is claiming it is the first game to mix Real-time style gameplay with 4X style gameplay. They are just claiming it is the first game to do it really WELL. Also Rise of Nations was not really RT4X because it is very weak in a couple of the X areas.... eXplore? Not so much, the maps just aren't big enough to make eXploring that important a factor. eXpand? A little, but it
[quote]Pit two light frigates against each other, time how long it takes for one frigate to kill the other. Ok, now do the same with a cap and the same frigate, time how long. You will see the cap ship is much faster at killing, and not only that, but that cap ship has weapons it can fire (usually) at frigates at the side doing damage to them. [/quote] This is a flawed test. It costs 3000 + 400 + 250 for 1 Kol Battleship, and only 300 + 55 for one Cobalt Frigate. So you reall
[quote]The people that click the review links, the ones that buy the magazines are the hard core users, the pirates, the video game elitists. We will accept your advertising money as much as the next group, and we won't refuse to review a good game, but to expect the same amount of coverage as the "mega-hits" is contrary to the very logic you present in your post.To clarify, I very much agree with your position on all of this, but to properly defend the video game journalists to anyone who reads
[quote]Yeah, well what else came out this month?[/quote] There may not be a lot else out, but the game got a 9, which would get it PC game of the month almost any other month of the year anyway. Don't be surprised if it is their RTS game of the year this year as well.
FYI, if you go evil there is another +20 soldiering available to the Thalans. The Thalans can easily dominate tiny and small maps because of the Hyperion Matrix. It allows them to jump to an early game lead by giving them two low cost uber-planets right from the start. The Hyperion Matrix also allows them to dominate medium maps if they manage to put it on a 300% bonus research or production tile fairly early, and the same for large maps if it is built on a 700% tile. Beyond large, a w
[quote] There are three main reasons to build Robots. 1 to do jobs that we cannot do. 2 to do jobs that we do not want to do. 3 to do jobs that we do not have enough people to do. jobs that we cannot do. work in a nuke core work below a certain depth underground or underwater. jobs we do not want to do sweep the floor cook weed jobs we do not have enough people to do factories. <br/