On larger maps, buy a few hundred units of crystal immediately. You won't see it at a 3:1 credit/crystal ratio for a long time, and it's nice to have a small stockpile. If you find you really don't need it, you can sell it back for a tidy profit within a few minutes. I'm sure there's almost a mini-game in buying low and selling high...
Ynglaur
This size patch would normally take most developers months to produce. And it's just the first... Pa
FWIW, I liked the idea about letting anti-fighter frigates shoot down siege missiles. It may help balance things a bit, and it would definitely have a "cool" factor. I think part of the debate is whether or not fixed defenses should be able to hold off a moderately-sized fleet. Looking at the game design, the answer seems to be "no".
Thanks. I'll see if #3 is the issue. My colony ship should have antimatter; it hasn't done anything.
For the asteriod gravity well, how do you put extractors on it? My colony ship doesn't seem to do anything, and construction frigates can't phase jump.
I think it'd be nice just to be able to import GC2 models created with GC2's in-game ship designer into Sins. That'd be nice in a patch or expansion, or even a little $2 downloadable content like another company does.
"I'm sorry Quimi79, the game is not translated into Spanish . We hope to have a translation in the future." How's that for 13 years since Spanish in high school?
Multianna - Everyone you circled just doubled the amount they'll pay to bounty you. :)
We've seen "Minimum" and "Recommended" specs. Do the latter assume maxed graphics settings? If not, any chance we can get a set of recommended specs for max graphics?
Very cool. Thanks. 2GB RAM, btw. :)
Just curious, what is the largest number of ships an empire can have? What about a given fleet in a given gravity well?
Very cool. I wasn't planning to buy this--not being a fan of RTS other than Total Annihilation and Supreme Commander--but if it can be scaled to be slow-moving, allowing more thought and less twitch, then I'll have to consider this. I [I][/I]don't[I][/I] like getting into a contest of clicks-per-minute. If I can enjoy this without a frenzy of clicking, it'd be nice.
No idea. We'll have to see the release notes once they're out.
Go get it! Can't find any release notes yet, though.
I noticed a similar problem with one of my components once, but thought I was seeing things. Next time it happens, I'll grab debug.err from both enhanced and non-enhanced rendering.
I like the idea of Creativity finishing a tech, but think the likelihood of it doing so should be less depending on how much research remains. Some sort of sliding, normal scale would be nice.
Providing the ship designer as a stand-alone application would be nice. Hopefully this doesn't count as a "major" item. :)
Could this be intentional? Could the developers perhaps be working under the assumption that running an economy at 100% should be the exception rather than the rule, and almost always result in deficits? It could encourage people to try to remain at peace and collect the "peace dividend", so to speak, while allowing economies to run hot for short periods (if you have money in the bank) to deal with short-term threats.
As someone who pre-purchased TotA, I'm willing to wait until March if that's what it takes. Stardock has shown strong product support (they re-wrote their graphics engine in DA in a [I]patch [/I]for goodness' sake), and their software is rock-solid. Good UI, good sense of humor, fun game. Now if only I could get some vendors of enterprise software to do the same... :) (I know, I know, Stardock does enterprise-grade UI development tools, among a couple other things).
In terms of "overpowered or not", does it depend somewhat on how much +research you take? For example, a race with lots of research bonuses will, statistically, get less from Creativity than a race with no research bonus.
Can you upgrade ships received from the Super Dominator ability? If so, then if you have a lot of cash stocked up you could quickly deploy and upgrade a lot of decent ships.
Thanks - just updated, and no issues so far.
I've noticed that during the first turns of any new game on Suicidal, the AI empires spend their treasury as quickly as possible. I've generally tried a "slow-burn" strategy, where I go with a factories-only build using initially 0%/100%/0% production until factories are online, and 1%/99%/0% once I want to start cranking out colony ships. This has generally allowed me to steadily develop a handful of worlds, but of course I end up well behind the AI in number of colonies and especially techno
I couldn't bring myself to plow through 700 posts, so my apologies for any duplicates. (1) Cloakable (or partially-cloakable) ships (2) Minefields (3) Minefields which slow ship movement (4) Carriers (I know, I know...)
I've noticed some of the debug.err getting posted have relatively low Windows pagefile sizes (< 1GB). If you have the hard-drive space, try setting it to 4GB (min and max) and see if that helps. It's a bit of a brute force approach, but might be worth setting up.