I'm not 100% sure this is a beta thing, but I don't remember seeing it outside the beta. When playing as the Vasari, I've noticed that the pathfinding randomly decides that phase stabilizers don't exist. A typical example is that I want to move a fleet from A to B, both of which are stabilizer nodes (they have the green "phase stabilizer node" text, the structures exist, etc). When I click on B, though, the computer displays a route that takes them from A vi
lambdaman
[quote who="jjandrah" reply="3" id="1980675"]What if phase lanes soaked by friendly culture are impassable to enemies when there is a starbase present? It opens up some interesting possibilities.[/quote] I think that sounds interesting. Another idea that occurred to me: add a "jump lane lockdown" upgrade to starbases, which prevents hostile fleets from using a jump lane. The catch: you have to have the upgrade installed on a starbase at *both* ends of a jump
There's also annoying micro when you're placing the mines, at least with the Vasari (haven't tried the other races yet). Right now I just settle for massive shift-rightclicking to make the mine-placer fly repeatedly around the area I want mines to be placed in. It seems like there must be a better way. What I'd really like (in my dreams) is to be able to draw the contour of the mine-field and have the cruiser automatically keep it filled with mines (auto-replacing ones that
It also seems to me like starbases are a little underpowered once they do engage the enemy. Last night I watched a Vasari starbase with a lot of military upgrades (both weapon upgrades and at least 3 levels of defense, plus "frontal shields") lose a battle to a lone pair of Easy-level AI capships. (I saved it at the last minute by jumping a fleet in and destroying them -- I'd held off to see how the fight went) For the price of one of these things, and for being Vasari, I'd
[quote who="Annatar11" reply="10" id="1976804"]Erp, as a group it'll be charged whenever the latest one is available. The Demigod beta 2 should be out on Thursday (hopefully), so that's when both will be processed. If you want to change it so you get your hands on Entrenchment sooner, you'll have to email [email protected].[/quote] Please tell me you're kidding -- I preordered this with Elemental! [e digicons]:([/e] I guess I'll have to see whether I can cancel tha
I have a suggestion for a way to get around this, at least for some uses. I'd like to be able to tell my units to continuously attack units of a given type until there are no more remaining in the gravity well. If the unit has this order and no current target, it should target a unit of that type; if there aren't any available, it should move to the next order in its queue. This could be complemented by a toggle on the Tactics page to control whether the selected ships shoul
One idea I saw floated earlier that I liked was to have some powerful structures that could only be built on moons. Basically, they would give some planets a new type of structure slot that wasn't available on every planet. It would be a way of adding new, powerful planetary structures, but restricting how many each civilization could have.
One request I'd make is to keep cooperative multiplayer vs the computer in mind. My girlfriend and I like playing games together, but not competitively (mostly because I always win, but don't tell her that ;-) ). What would be really cool for us would be if there was a two-player campaign mode available that we could play through as a team.
[quote who="LDiCesare" reply="11" id="1928381"]I disagree with the fact that GC good choices were hurting more than evil. It's always been easier for me to win as good than as evil in GC, because evil had nasty events, and diplomacy with good races was good if you were good while evil-doers didn't get that benefit. Overall it was quite nice.[/quote] I had the same thought. I think that the GC alignments were more about play-style than anything. If
I don't have a problem with it being game over if you get killed, but I also think it would be cool to be able to "cheat death" with a massively expensive spell to create a special resurrecting artifact.
One bit of magic I'd like to see in this game, that seems to fit with the whole epic theme, is the ability to levitate fortresses or even entire cities into the air. Kind of like Miyazaki's Laputa , or like Moon's Spawn from the Malazan Book of the Fallen series for those who have read it. Presumably this would take a rather large amount of magical power; I can even imagine charging the player to levitate it in the first
It would be nice if there was a better way to direct my fleets in Sins that didn't involve a lot of frantic clicking and micromanagement. There are a few actions I wish for regularly that would eliminate the common micromanagement that I find myself doing: Add a command to attack all ships of a given type. The ship given this order would acquire a target of the given type in the gravity well, attack it until it was destroyed or left the gravity well,
Pretty much the only way to survive against more than one computer player is to obsessively run the errands the computers ask you to do. Of course, it hands out errands without regard to whether you can actually do them ... so my experience is that playing against more than one computer generally ends up with a point where all the AIs want me to do something I can't do (e.g., because my fleet is committed trying to hold off the non-allied AIs), and then they all declare war at once and
So, I've gotten bored with stomping the AI on Normal. I've tried playing some games against a Hard AI instead, and while I can beat it in 1-on-1 or even 1-on-1-on-1, I'd like to play with more AI players on a larger map. But the hard AI always allies with itself against me! :-( My games go like this: ~0-30 minutes: I colonize a few worlds and start building a fleet and infrastructure. 30-60 minutes: A few forces from comptuer players assault
It would be nice if there was a way to assign a fleet to a hotkey (C-1, C-2 etc). Right now you can assign all the ships in the fleet to a key, but then ships that are added to the fleet aren't added to the hotkey group.