Lord Reliant

Lord Reliant

Joined Member # 2411813
1 Posts 252 Replies 28,116 Reputation

The next patch will be out soon, but won't include new ships (or news ships, either) from what I've read. There's always a possibility for something like this to be included in future patches, but adding a new ship type would require quite a bit of work, so I'd see that more as left to either modding or the expansion pack. Also, your biggest two requests were new ships and then ships moving during combat? If that's it, I'd say Stardock and IronClad did one heck of a job with the game.

4 Replies 2,472 Views

Could you open the Task Manager while the game is running and see how much CPU and Memory usage Sins is taking during a time when it works normally and compare it to a time you experience a frame rate drop? If the CPU usage spikes or Sins is suddenly eating a ton of memory, that might contribute to some issues like you mentioned and also why exiting it and re-opening seems to fix it. I assume you're running XP, as it's an older machine. Some other things to try/think about: *Disable

11 Replies 5,594 Views

Pink Space Ponies P.S.P. PlayStation Portable (aka Sony) Coincidence? I think not. We are just now getting a glimpse of the true nature of these Ponies. First, they create re-chargable batteries that explode. Then they create CDs with rootkits embedded in them, in an attempt to take over our computers. Finally, they create a next-generation digital media format to monopolize all entertainment. The truth is near.

52 Replies 25,412 Views

Incentives to stay in the game late is where Sins seems to fall a little flat now. If you're on the losing side, it's nearly impossible to recover if your fleet was decimated. If you're on the winning side, you have to play tag to make the win "official" (not that it's ranked anywhere). I imagine most of this has to do with game balancing, which is on-going and will be addressed in future patches, but since there hasn't been as much official word about this yet we're still speculating right n

34 Replies 16,702 Views

I saw the original editorial and thought they might do that. Will Smith was quite impressed. Unfortunately, I don't have my copy of MPC yet to read (I was hoping it would come today), but this continues to affirm me that MPC knows their stuff. I'm also looking forward to their cover article as I'm going to build a new PC and look forward to playing Sins on there.

16 Replies 19,988 Views

The ability to ignore see messages from other players. Along the lines of typing /ignore [name of person]. This could be done through the GUI, too, appropriately, but any other multiplayer management would be appreciated, probably similar to what they have in WoW or other MMORPGs.

1,040 Replies 571,071 Views

How hard would it be to add a /ignore [name of user] option? MMORPGs have it for a reason, why not SoaSE?

35 Replies 29,713 Views

I'd also like to know- is it there live voice chatting, or just text? If there's voice included (which would be kind of nice), a mute option would be almost required, IMHO. What if one player had annoying music in the background? Or if you kept getting feedback from someone? If there's only text chatting, a simple ignore command should be easy enough.

35 Replies 29,713 Views

I didn't see this anywhere on the main page and wasn't sure where to post it, but since this is talking about reviews: http://www.maximumpc.com/article/sins_of_a_solar_empire_and_me_a_story_of_addiction_heartache_and_true_love It's written by Will Smith, editor of Maximum PC, declaring his love for SoaSE. Getting back to this topic, after reading many reviews the biggest digs against SoaSE after the new patch seem to be: *No single-player campaign *High le

23 Replies 24,430 Views

Cari/Kyro- Maybe you should put a post in the Support & Bugs section to include the most recent things Cari just said like "[email protected] unless you actually NEED a response from a support tech (eg, you can't get into the game.)" or to use a different zipping utility if you're sending in your game under Vista, or that your games should be zipped, etc. Brad has a decent sticky posted here: [link="https://forums.galciv2.com/?forumid=274&aid=128951"]https://forums.

25 Replies 48,509 Views

My biggest gripe with Gal Civ 2: *Micromanagement All the improvements above are great and useful. However, I still haven't seen too much that addresses this specifically yet. The closest has been some improvements to the Governors screen to include some options for Constructors (finally!), I think. The area you notice this the most is when you start on Large or greater galaxies. By the time the civilizations have matured to be able to expand to other colonies easil

151 Replies 255,216 Views

The link posted just returns back to this post. Looks like an typo. I went to Apolyton's site and found it: http://galciv2.net/4/254/439/ I'm not sure how old the review is, as it doesn't post a date.

24 Replies 23,146 Views

Another voice in the mix: *Race customization enhanced (allow changing of logistics, tech, miniaturization, etc.) *Add additional map features (nebulae, space clouds, super novas, etc.) for more strategy *Decrease micromanagement, particularly for Constructors- make them work more like miners *Create an end-user map/scenario editor *Improve UI, as listed in this thread: https://forums.galciv2.com/?forumid=357&aid=143715 *Enforce infl

437 Replies 246,906 Views

I'd like to also suggest the addition of nebulae that have different effects. Heck, maybe they could even be temporary additions (they exist for so many turns and then leave). There seem to be a lot of possibilities. Thinking back to Master of Orion 2, I believe they had a nebula that would slow down travel in that area. I could see implemented them to: *Slow down/speed up ships traveling through it (both military and trade) *Increase/decrease sensor range in there (I like this

16 Replies 6,486 Views

I've found it strange/frustrating that the pre-made races have those built-in, non-modifiable bonuses whereas the Custom race does not. I would agree you can specialize quite a bit more which can be an advantage, but some of those hidden/unchangeable values on built-in races does seem odd. Why not bring that into the user level so you don't need to modify values with a text editor? Or is this a bug?

11 Replies 8,256 Views

I have an XP 1900+ w/ 1 GB of RAM and an Asus GeForce 6600 card and it plays pretty well (although I haven't played as much with DA, so I'm not as sure). I've played on Gigantic a couple of times and it did slow down near the end, but it was still playable, and I had most graphic features still on. Kudos to Stardock on this.

7 Replies 9,455 Views

What's the rationale behind this population limit? Food improvements were already reduced in power and entertainment tech has been increased in cost so I'd think those would be effective deterrents already. No other planet improvements see a reduction in effectiveness that I know of? For instance, I can build unlimited factories, labs, banks, etc. with no penalties.

36 Replies 17,728 Views

Even if the module is supposed to be used to disassemble the current ship, I'd really like it if we could add more than one construction module per ship. As mentioned previously that would really reduce micro-management later and not penalize the colony building ships to produce 5 different ships with 1 module each over 5 separate turns versus building one ship with 5 constructor modules in a few turns. Right now you can add multiple colony modules and multiple troop transports. Why not multi

10 Replies 8,132 Views