Some AI problems (and yes, I play on hard): 1. AI attacks my borders for a bit with small forces. Once it loses a couple of fights, it usually doesn't EVER attack again. It doesn't even try to build up a massive force to attack at a later time. Nor does it try to get an alliance for the sole purpose of taking down my stronghold. Nor does it try to isolate me by building up a defense of its own. 2. When I attack an AI stronghold, and lose, the AI doesn't take advantage of
Paradoxnt
Hehe, it is kind of funny that anyone who posts that they prefer the Phase Lane concept ALWAYS add that they want it changed in some serious way. As for the problems Rebellion had, this game would not apply. The early warning sensors that detect incoming ships would be accurate, unlike in Rebellion. And the ships move slowly enough through Phase Space that you should have enough time to send a closer fleet to intercept. I do recognize the problems that an open map would have
A Steven Seagal mod for SINS? What would it be about? Empires could have a diplomatic screen where they would send each other messages about past fictional CIA operations and fights they won. The Emperor that gains the most weight while bragging about BS is the winner. Hmmm, that actually sounds kind of cool...forget a Star Wars mod, let's do something that will really make gamers notice.
I’ve played a few games with the latest patch ( v0.62.010) and have noticed some new issues. 1. If enemy ships attack one of my planets while I am building a Phase Jump Inhibitor, their ships will sit around doing nothing. I can fire on them, and they will still do nothing. Once my Inhibitor is finally built, they start attacking again. 2. I’ve noticed that Empires that have been destroyed still have a culture effect. 3. I’ve noticed the occasional slow down while pl
Hmmm, having anti matter power the inhibitor is a great idea. Maybe the same could be used for the shield generators (although I would prefer it if the shield generators were part of the planet).
They should at least wait until AFTER the research stations are built before allowing advanced research.
Hey guys, where do we find the changes/fix information for the latest beta patches as they are released?
Hey Major Stress, although I am mostly a Star Wars fan, I should be able to help with scripting. I did a lot of work with Homeworld 2, and a bit with Space Empires V (until I realized that game just sucked too much to be worth my time). Anyway, I would be happy to lend a hand. As for poly and objects counts, I think this engine can handle quite a bit. Also, we are all going to need powerful machines and graphic cards to play the basic game anyway (hehe, I saw a post from a guy compla
I'd love it, but for gameplay reasons it might not be implemented...but we might get lucky and have the rare single or double moons. All I am asking for at this point is the ability to make modded/custom maps that have moons and uninhabitable gas giants . That way gameplay wins AND modders win.
Well, why else would they even have debris if they didn't plan on using it with a later update.
I used to like the effects for the Corvette Pulsar lasers and Battlecruiser anti strikecraft lasers in Homeworld 2. Maybe ships that use lasers could use a similar beam effect to what HW2 used to use.
If we can remove shield effects altogether without removing shield values, then great. I love it when the easiest things to do are also the best things to do. I also wanted to mention that there will be Star Trek fans/modders posting here. There is no need for anyone to spark off a Star Wars versus Star Trek forum war. In fact, politeness and working together for modding purposes only benefits all of us and SoaSE....ughh, I am starting to sound like a sniveling, cowardly, overly dipl
Hmmm, if you can assign Star Wars ships a shield value without giving them a shield effect, then that would work perfectly. Better yet, it would be the easiest and simplest thing to do. As for your Star Trek mod, shield effects will be easiest for you as the game's default shield system (at least for the TEC) is comparable to what Star Trek uses.
Hmmm, do you suppose the developers are going to allow a 'open connected map' option for multiplayer? That would be awesome. Especially considering that the phase lanes are probably the biggest complaint from 'realism' players...planet/star scale would likely be the next biggest complaint....followed thirdly by gravity well size...followed fourthly by phase jumping not requiring antimatter consumption based on range. Okay, enough of that. Putting that kind of multiplayer option in th
Hi Matty_P, just thought I'd add my 1 cent on the game's zoom function. For the scope of the game, I think the zoom/unit selection features are brilliant. SoaSE has to cover FAR more scope than Homeworld...or really any other game that I can think of that uses a single map. So if zoomed out units might seem clumped and difficult to manage, try assigning ship groups with the CTRL key. Or you could use the ALT key to select all same ship types that you click on. Or you could use the c
Hi LodossKnight, you are saying that the economy hard cap at 75% will force players to turtle in order to win? I hope you can explain the logic behind that. I would be concentrating my fleets to take new quality planets in order to make new ships faster.
Okay, I am going to stick up for Ironclad here..but not before I say I mostly agree with what you are saying. I too would prefer a game that resembles a cross between a real time MOO2 and Homeworld. I too would prefer realism over game play designed for the masses. The developers especially need to be concerned here because it will mostly be the SciFi gamers who will be buying this game...not the FPS gamers out there. I think it is pretty safe to say that the SciFi space gamers are m
It is great that 3D movement is implemented in the game, but it would be nice if the Star Systems were in 3D as well. Stars and planets shouldn't be side by side in a nice tidy 2D map.
Here is another neat Star Wars concept that will be possible in SoaSE. Open connection maps will also occasionally have phase lane paths (hopefully invisible) being cut off by gravity wells. These points are going to make excellent interdiction zones. It is nice to see that there will be a strategic use for Interdiction type ships in this game, besides tactical.
Hmmm, something just occurred to me about open connected maps. I just hope we can mod all those phase lanes so they aren't visible.
Hi Steven Fraser, in your post you mention that Phase Highways can't be removed from the game. You are right, but you are missing the point of an open connected map. In an open connected map, ALL gravity wells are connected with every other gravity well. This means you can go anywhere on the map at any time you want (can possibly be limited by tech research if you want). Anyway, for modding purposes, there doesn't seem to be any technical obstacles to have an open connection
I wanted to also discuss SoaSE maps in relation to a Star Wars mod. We have 2 options depending on the number of star systems that can be placed on a modded map. Option 1 (if we can place a huge number of stars): This is my favorite option. This would allow us to make an authentic Star Wars Galaxy map that has all the known systems (complete with correct names). Of course, we could also create several sizes of maps, so everyone has a choice for game size and likely length
I just wanted to thank Ironclad for keeping this game true 3D. I've been starting to use 3D a bit more in my maneuvers, and it works well. I also like the 3D formations your fleets will take up if you have many ships. True 3D will also offer a lot for modders.
Hi Jamatang, I would either use the classic ship sets, or I would do a progression of technology starting from the Clone Wars ships. Either are fine by me. I couldn't help for the Homeworld 2 Warlords mod when people were doing the models, and sadly my 3D skills haven't increased much since then. I plan on contributing this time around with the editing, research, testing, and ideas....though sadly, all of which are nothing without the models.
People are using the Airbourne Missile Defense Laser as an example of redirecting a beam using a optical refraction turret. Those beams are so weak, they have a hard time damaging flimsy missiles...or pop cans. In fact, I think they do pulse damage instead of heat damage. They wouldn't be able to do squat to anything with a bit of armor on it. But this is the future, so maybe laser efficiency has gotten infinitely better and the ability to optically redirect the beam is more advanc