Advalary

Advalary

Joined Member # 2615007
7 Posts 195 Replies 5,607 Reputation

So many of you may have noticed (or may not have since I wasn't terribly active) that I have been missing for a few months. Reason being is that I have a new pc that has yet to be connected to the internet, and I don't know when it will be connected. But it runs World in Conflict on the highest graphics settings with little trouble and therefore would like to try sins on it. However I still don't know how to get sins onto that pc although I recently heard it is possible. How do I d

4 Replies 15,655 Views

The star Sol exists in Sins, I colonized the entire system in my last game. However, it does not carry over any familiar planets. I had a planet called Prometheus and like 4 other planets in it, none of which exist in our solar system.

45 Replies 59,886 Views

What I would like is the ability to place specific factions in specific systems. Since the player setup menu comes after the galaxy one, all you would need to do is have the number of systems carry over into a numerical option next to players. I realize that you want a game to be balanced with the AI, but there is no reason to limit players to having to play that balanced if they don't want to. If a player wants to start in one galaxy and have everyone else start out in anoth

7 Replies 3,615 Views

Except you are splitting each individual topic into three threads. Single topics doesn't mean single ideas, it means...single topics. Culture is a topic. Research is a topic. Universe design is a topic. Also, you seem to be creating new posts about already existing topics in other threads, please post in those threads. Such as your planets and resources thread, you grouped those together well.

6 Replies 2,093 Views

Or maybe he's just asking us to tone down that sort of off topic stuff in this forum. Although, technically talking about which skyboxes are nice and which ones aren't isn't off topic imo.

33 Replies 4,858 Views

Advalary, i'm having trouble deciphering what you mean about the ice and volcanic planets. It seems like your comment would make more sense to it, and i'd love it if you explained your cold and hot planet... "theory" if you will. Because on an ice planet, you have higher pop that would need to be governed, but because presumably people live in domes the worst disaster you need to worry about is if the dome cr

13 Replies 5,029 Views

I thought somewhere blair said that the population on a planet remains largely constant due to this being trader space, and that the colonists you send down to a planet are only administrators who essentially rule over those 8-9 billion people already living on the surface. This would make sense as to why the numbers are roughly the same on volcanic and ice planets, because you would need plenty of disaster relief officials.

13 Replies 5,029 Views

Yeah, and that's what we need. A tie breaker. Not necessarily an unavoidable superweapon though.

19 Replies 7,353 Views

It would make no sense for a star to give a shield bonus to ALL ships....what would be the strategy involved in that. Everybody's ships would be identical. What would be the point in having the bonus if it changes nothing. Actually it would be better than you think. If a star gives a percentage based bonus to shields, than any ship that relies on shields rather than armor for defense would have a signific

35 Replies 112,263 Views

"Ion Cannon in the game?" WHY WHY WHY !!! leave Star wars out! There is a disabling weapon but is does not have to, and should NOT, follow the Star wars convention of ION = disabling. And you think starwars is the only science fiction that used that idea? The idea is actually very plausible in reality, as is much of the starwars universe (although not their space physics). I can't stand the people who

37 Replies 10,478 Views

It's all supposedly there. Just the devs decided that gravity was a feature that would be either too hard to implement or too costly to fully develop. But I read somewhere on the forums that the coding for gravity is there.

56 Replies 26,062 Views

I definitely don't think that the autocannon should fire constantly like that. I do however believe it should fire larger salvos (numerically speaking, not in terms of the size of the rounds) and more often. But firing constantly just doesn't seem to look very good to me. Although, I do admit the BSG defensive barrage looked cool, keep in mind that that is not how they always fire their weapons. That was an emergency situation. Perhaps make something like that work for the Finest Ho

20 Replies 6,923 Views

So I've noticed that everytime a feature that the devs say probably not to is posted, people cry out "Make it an optional feature! You can either play with it or without it!" This doesn't make it anymore possible than having it as a mandatory feature. It's one thing if all it is is for show, and enabling it would just use more CPU. But most of this comes in the form of things like orbits, debris (which despite the devs saying it's there just not in beta yet people keep creating new t

10 Replies 25,976 Views

1. The devs have already stated that there will be no orbits. 2. Ship debris has already been stated as in the game, just not the beta yet (either due to it being incomplete or the devs want to limit the beta variables). The issue of fighters flying through planets has also been addressed and is being worked on I believe. 3. This has been mentioned in a previous thread, but I can't find it right now. 4. Having little (as in significant but not game breaking) plane

119 Replies 29,202 Views