[quote]It's the internet, get some thicker skin?But seriously, what you think of me? I couldn't care less, what anyone thinks of me does not matter, if this whole DAMNED community hates me. So be it.[/quote] Take it easy there. I don't know you, don't hate you and I'm not interested in joining your flamewar, but I can tell one when I see it and my unasked advice is that you and anyone else hot under the collar about the forum will feel a lot better once they let it go. I only
Astatine
I had a guerrilla war period. After a while though I stopped getting into situations where my economy was outmatched. It [I]is[/I] a more satisfying game and I think I'll try experimenting with the maps to see if I can engineer more of those games. It's not that easy because the constant drip-feed of credits and resources into the game tends to scale all the fleets up to the point where the end-game is a series of crushing victories for the player who is on a roll.. and if that's you there's not
[quote]Regarding the market prices, I think innociv's suggestion is a fine "quick-fix". It would also be the easiest to balance.Ideally, i'd rather a black market whose buy/sell price was more reflective on the *player* buy/sell patterns. Not sure how this would impact the game, but here goes:Start off a preset "good" buy/sell price. Then every time someone buys that resource, the price increases (for both buy and sell prices, maybe keeping a ratio between them?) ...If someone sells a resource,
[quote]IF I explained every little detail people wouldn't read it. I think most peopel that have played a lot of games understand the reasoning.[/quote] I bent over backwards to be tactful, but perhaps I still offended you since your reply seems to be saying that you ought not to need to explain any of the bullet point changes. Perhaps also I didn't make it clear that I think you should say why, for example you think the Skirmisher should get a 50% boost to regen base. You must
Fair enough. I didn't mean to give or take any offence. It's just something I think about... usually when it's time to balance my budget :)
That's a good post with some logic to it. I'm not sure I actually agree with all innociv's proposed changes, or even with all of the problems they're solving, but I'm game to try them out and see how the game feels afterwards. My hunch is that despite the careful unit analysis these changes won't give us perfect balance either but if they can get any kind of consensus we might as well try them and see if they're fun. I am a bit concerned about the idea of pushing the buy price much high
Fair enough, if you say you've seen it. Doesn't seem to happen to me though. Maybe you should send your replays in and see if they can work out what's happening. As for staleness... really, if $40 spent on entertainment lasts for tens of hours it's a bit mean to say "mere" tens of hours. Most ways we could spend $40 on fun wouldn't keep us entertained anything like so long; concerts, movies, sports tickets, food and booze, even books would struggle. It's one of the things that
My take on this is that if having no campaign is good enough for Master of Orion 2 it's good enough for SoaSE. I can see there's room for disagreement though, since the game is trying to borrow from two different genres and fans of RTS games are much more attached to the campaign idea than fans of 4X games. What [I]I[/I] hate in a game is having the "good bits" of the game locked until I play through some arbitary challenges. Campaigns can work, but the example I like to use is the orig
Best way to get those achievements is to put them all on different teams and set "locked teams". I had a couple of games where I forgot I wanted the achievement and accepted an alliance from someone, which disqualified me. If you lock the teams then all you have to do is win :)
[quote]I like soase for one simple reason, it is the latest space RTS game, or the closest to it. all other points are moot points to me.[/quote] Yeah, that's a pretty good point... and SoaSE had enough novel features to earn a place in my collection even if it had turned out worse than it did.
If you want to revert to earlier versions of games on Stardock central it's very easy. Tick the box for "auto-archive" before you upgrade. You can manually archive too, if you like. If you don't keep an archive though returning is harder. If you are really serious you could ask Stardock support nicely and see if there's a procedure for them to send you an archive or tweak your SDC client or something. Personally, I disagree that there's any reason to return to 1.02. In a situa
I bias somewhat towards fighters, but I start from 1:1 and skew towards fighters as I build up.
Well, I don't agree with most of that. I'll refrain from arguing details on things that are a matter of opinion, but there are a couple of points I would like to make. I'm particularly surprised that you'd say you've played hundreds of hours and never seen the AI break an alliance. The diplomacy model in this game is unique, won't be to everyone's taste and may well have room for more development... but it absolutely definitely allows AI to break alliances and that is not at all an infr
Yes, you can. When you use the "manage files" option there are categories for multiplayer saves (manual and automatic ones). You should be able to load one of them up and carry on from there.
Maybe you'd best let it drop for a bit, Haeso? You've made several points after all, and once a thread gets down to arguing about who flamed first it's basically over anyway. I was originally posting to say something like "Sim City in space: I'd buy that like a shot", which is true enough, I've always been a sucker for moonbase themed games. I don't think it's really an accurate description of SoaSE patch 1.03 though, and perhaps that title itself seemed inflammatory to some players eve
There's little point in ordering people not to express their opinion of the game here. I understand that it can be disheartening to fans to see forums clog up with threads with negative titles... but it's a natural process. People who buy a game, play it and enjoy it will often just put it lovingly away in the collection and move on to the next new game, maybe without spending all that long posting on the forums. Conversely people who have trouble getting into a game will haunt the foru
[quote]You can move up and down in Sins of a Solar Empire, the lack of knowing which leads me to believe you didn't even bother looking in the key bindings.While I love the game, this is a pretty dumb fanboy response tbh. In homeworld there were real tactical advantages to moving your ships along the Z axis. Easiest example was jumping your vagyr Battlecruisers below a target to let them fire their missiles directly into the target while the enemy was still repositioning to attack your ships.S
It's a pretty good game, Jaybee (is that a Larry Niven reference?). I don't think it'll suit everyone though. The game gets its individuality from choosing which elements to borrow from the 4X genre and which from RTS and I'd be surprised if everyone agreed with the choices because tastes always differ. That said, if your intention wasn't to "dis" the game you probably shouldn't have made a post that criticised everything from the graphics to the maps and called a lot of things old-fash
[quote]You're using 10 bombers but what kind of fleet are you up against? That is a VERY small number of bombers. If you get closer to 30 or 40, you will see the power of bombers - that being that they can 1-shot (or nearly so) any ship. Get 80 or so and they can even 1-shot capital ships (although that's going overboard a bit).Their refire rate is very slow but their damage is very high. You must gain a critical mass of them and use them to spike targets out. This is much more advantageous
You've got to be kidding. Bombers and fighters are a staple in my games. Actually... thinking it over for a second... I use a lot of strikecraft, but I [I]never[/I] use the cruiser-grade carrier ships. For me offensive strikecraft come from capital ships, defensive ones from hangar bases. So I guess my experience is that the actual bombers and fighters are powerful, but the cruiser-carriers are a liability. Hangar bases make a prime defensive position, hard for humans to outman
Picking targets for strikecraft is close to the only piece of fleet micromanagement I do now. Capships get some attention too, sometimes siege frigates get sent to safer positions, and sometimes I have to specify a priority target to make sure an enemy capship won't escape, but mostly it's the strikecraft I give orders to. That's partly because of their speed, but in some part it is also because I disagree with their target choices. I generally don't use the engagement range options eit
If you want an alliance you should really have got one (or more than one!) well before 40 minutes in. If you deliberately fill the resource requests from AI right from the start of the game (or as near as you can manage) then you'll have an alliance. It works quite reliably. On the other hand, if you miss out on the resource request missions you will really struggle to clinch an alliance. It's not impossible to win one doing combat missions, but it's such a long shot I give up planning
I would be very happy to see the auto-scouting tweaked so that the scouts would make a special effort to avoid making multiple runs through the pirate base. It's OK if they need to dash through once in a while, but sometimes you have a situation like this: (E=explored world, P=pirate base, U=unexplored world and the ^ is the scout on auto-explore. I've added "." for spacing as the forum turned out to be unfriendly to ASCII art using spaces) E....U |.....| E-P-E-U |..
Use three AI rather than two. In a four player game there is more scope to get at least one AI on your side. Also, make an early start on the diplomacy. You need to do the "give me metal/crystal/cash" missions almost at the very start to have the best chance of a real alliance. If you wait too long the more difficult "kill X" missions come up. You ideally want a ceasefire before then so that your fleet can move around without offending your prospective ally by attacking any of his fleet
The AI will often send a message to everyone when their bounty goes up. It doesn't mean they actually know who did it... although I suppose we can't rule out AI making a guess the same way as human players might do. You can see this easily if you place bounty on _two_ AI players at the start of the game. Not much, just 250 or 500Cr. The idea is to make it cheaper for the top bounty player to spend money on the second player in the list than to put money on you. That will usually keep th