Also if it's very close to the planet, while it's facing to the right of the planet, and there's something to the rear of the ship, it'll turn slowly against the planet instead of away from it to engage said rear target. I saw this happening with the Marza capital ship earlier in the day.
Aexrael
*shrugs* post count +1? Off work = beer time.
Well it happened late in the game. Sure you didn't just load a saved game?
and can still be increased. That's odd, I seem to recall that I was unable to place additional bounty on eliminated players last I tried it. The OP didn't specifically mention how, or that the player could. But I'm fairly certain I've seen the AI increase it after an empire has been vanquished.
Just finished my latest game of 3v3 with all five AI's set to Hard. In fact this was my first Hard difficulty game, as I had previously played with Medium difficulty AIs. The immediate things that stands out is the length of the game, as it took me at least ~4-5 hours longer to play then my last 3v3 with medium AI's. Though it could have been completed considerably faster by adopting a more aggressive approach. The game ended after 12 hours and 10 minutes. Something else that w
Or simply fluff to get you in the "mood".
In my current game of 3v3 hard, that's drawn out to past 7 hours already the autosave takes around 10 seconds to complete. That's with an AMD FX-55, 2 GB low latency Ram, and a WD 150 Raptor.
Off the top of my head some of my personal choices for recently released titles to add the already listed ones (which I happen to agree with)are: NWN2, MTW2, W40K:DC, SWEaW:FC TES4:O & CC:CoI It should be noted that SH4 was developed with a lot input from the community. I thought Dark Crusade was decent, however the novelty quickly wore off as the game had several flaws, and lacked depth. The
There really is little reason in merging the pools in the current game. Muchless a reason to further increase the logistics per planet. The latest hotfix that changed the logistics around made a quantum difference in gameplay, by allowing 1/3 the logistics per planet then previously. There really isn't a need for more given a sufficiently large enough galaxy.
I use the old Empire tree, but with Icon Stacking and Show Hot Key Groups On. Orbited Planets/Allied Planets/Enemy Planets/Unowned Planets off. And I keep around 3 groups on average hotkeyed. I find that all the information I require is available either from zooming down to one planet, or from seeing where the AI requests help, pings, battles are from simply looking at the planets from a far out zoom.
Hmm, what if it's changed in such a way that you have to click in the text window to get it in focus. Similar to how Windows works. Without clicking in the text window, the mouse wheel would ignore the scrolling. But if you do click anywhere within the text box, it gains focus and the mouse wheel functions as a scroll function there. Or another solution would be to remove the current focus and highlight from the text box such that it cannot be scrolled through or highlighted, and al
I can't comment in relation to SupCom, didn't bother picking it up. And traditionally I've kept to the "slower" paced RTS games, and really the games that stand out in my fuzzy memory best when I look back down memory lane is really Dune 2, Starcraft, Warcraft 1-3, and Company of Heroes. I've played a host of other titles I care not to remember. With that frame of reference, I'd say that Sins is very well manageable and neither too fast or too slow currently. The controls a
Something else I thought of that I didn't see mentioned throughout this thread would be to have the bounty you put on someone go towards a pool, just like it does now. The game then, at set intervals, takes a chunk of that cash depending on whatever variables may be set in place, and spawns a varied selection of pirate ships around the star and sends it after the designated player. An example: Say Player A has a 1000 credit bounty on him, the game then decides that 800 of those
Blair you ninja poster, I didn't have time to correct the borked image link hehe. Fixed Link!
Wasn't entirely sure where to put this, so here it goes! Currently if you setup a 20 planet, 2 star system with 3 vs 3 (human + 2 AI, vs 3 AI) players, it generates the galaxy in such a way that all players are in the first star system. What'd I'd like to see is the option to have say a 3 vs 3 setup, where one team starts around the first star, and the other around the second star.
I want to thank you all for the 3.5 hours of sleep I had last night because of your game. Wow, it's great, but man am I tired today. So, if stuff in my post doesn't quite make sense, essentially, it's your fault. Couple of feedback items: 1. I'd like to second the comment a
Phase lane visual bug If I zoom in a lot on a phase lane it tends to disappear from view. Quite reproducible too. Here's two screenshots at nearly the identical place, all I did was pan the cam slightly downwards (towards me) from my point of view and the lane disappeared from view. Image 1 <a href="http://s138.photobucket.com/albums/q262/Ancile_vanguard/?
Yarlen also updated the change log thread. Link
An interesting idea Argent. Perhaps limiting it so that it's only capital ships that can be boarded. And or it becomes an ability on one of the capital ships since they would be one of the few ships with the excess capacity to carry the extra marines.
Check the thread sticked at the top called Daily Feedback Roundup -- Beta 2 Edition There's a link within that thread that discusses the bounty issue. You can also find it 7 threads below your own Here's the link to the other thread. <a href="https://forums.sinsofasolarempire.com/?forumid=440&aid=157335"
There's a text error during the Advanced Interface tutorial, at the part where it asks you to merge the LRM frigates with your Fleet. It says "It is also possible to add a selection to an existing fleet by the pressing the fleet's number while holding down shift"
Basic Gameplay tutorial I think that the pause there is right after colonizing the planet should be removed. And instead I'd suggest an "Ok" box, and when pressed it should spawn rebel scout ship immediately. It can be confusing to sit there and not realize that the Tutorial continues, and one might be lead to believe that it's concluded right there. Also I believe prior to jumping to the rebel planet, the tutorial should teach the player that ships can prepare to jump simultaneousl
I found a bug in the Advanced Logistics tutorial. At the part where it asks you to build a trade port at both your Terran planet and Desert planet, if you put down 1 Trade Port on the Terran planet, but then scuttle it, and build a new one, still on the Terran planet, then the tutorial will skip ahead to the next part. Or you could build two Trade Ports on the Terran Planet and the tutorial will still skip ahead. Summary: It just counts how many Trade Ports you build, not where
It might be interesting if you could buy off the bounty for double (or 1.5x) the price or something. I think that sounds like the best idea proposed in this thread. And would go along way to wards preventing 250k+ bounties in extended games.
You can't colonize planets and expect to keep them if they are under strong enemy culture. This is working as intended. You have to counter it by either taking out his culture centers and/or out culturing him. If you could defeat it by using colony ships (as per the suggestion) then people will just leave colony ships around as "culture shields" instead of using culture. I agree, the values may need some tweaking. *The autocast