woah, I expected a big changelog, but that is really quite awesome. weapons banks sounds cool, but I don't have the technical knowledge and I admit I never looked extremely closely, so I'll probably have to see and experience it first to note the difference. but larger stuff being able to engage more targets at the same time seems good. hope the diverse SB upgrades really are upgraded this time. well, the range ... I guess it's good if the other solution works
Shadowhal
[quote who="vunda" reply="12" id="2036010"]why can't we place an starbase "above" or "below" a planet? it forces us to choose which side of the planet/gravity well gets more protection [/quote] logically, if the starbase is at the north pole, the fleet could just as well move to the south pole to attack. what I'm saying is that this is merely the third dimension of the 'build it right, he attacks left, build it front, he attacks from back' 2d layout. that's why I'd sa
[quote who="homefleet" reply="16" id="2035090"]Well Shadowhal, right now as it stands you only use higher economic output to build more warships. Until there is another way of winning other then destroying your enemy, everthing you do will lead to the same point. Sending the other guy down in a ball of fire. I think that the main thing that they need to fixs is the capital ships first. How many of you see them as over sized support cruisers.[/quote] there I agree fully with
[quote who="Phalnax811" reply="6" id="2034867"]Oh and it's $9.95, not $9.99 [/quote] d'oh. sorry.
[quote who="Jetheren" reply="3" id="2034852"] Quoting Shadowhal, reply 2 there will not be a retail version. not worth the materiel and logistics cost. Which I'm sad about. Have they said anything about combining the three micro expansions into a retail version? I bet they won't, just want to know if there was any news.[/quote] that's a confusing one. I think they originally planned to, but later took that back. yet, it has also not been denied. my guess is they aren't
the beta is open for all those who preordered entrenchment. so, if you haven't bought it yet, you won't be able to join the beta yet (you still can, once you opt for the pre order). I'd say it's a good system to ensure that people who participate have a stake in the outcome and participate. give feedback, etc. and do not just want to get to try new stuff. you can pre-order it via stardock's impulse, it's costs a whopping (attention: sarcasm) $9.95. for this micro expansion alone, ther
[quote who="Evan James" reply="2" id="2034133"] Likewise, you could imagine a tech that lets all your starbases have 1 or 2 more upgrade slots, or some weapon/armor/etc. upgrades that immediately apply to starbases and only starbases, so that late-game starbases are better able to keep up with late-game fleets. For that matter, it would just be nice to be able to get something from starbases that doesn't come on a module.[/quote] I like the option to reseach an additi
@ ready man: researched items already do appear different. they have silver lineout and a little silver embellishment in the lower left corner. for not fullly completed icons it gives you the number/ level currently researched. as for the list: great idea. I'm not sure, if it's not even doable over string file, after all, that one controls all the text in the game as far as I can determine. never seemed to work for me though. <a id="ctl00__Content__RepeaterRepli
[quote who=" TKaz84 " reply="16" id="2033187"] Quoting JuleTron, reply 7 i think it would be interesting to see a way in which you could choose a government form such as dictatorial, theocratic (mostlikely for the advent) republic, etc. And witht that the constant threat that there might be a civil war of some kind or other political consiquences. Adding politics to the batch of things to do would be interesting. I like this idea. If advent ge
no ideas about the channeling of capturing neutral mines? vasari scouts could have a disadvantage here that makes them a bit less effective.
[quote who="Alluceanot" reply="7" id="2032892"]Well I decided a cruise missile was best because its the most different in functionality between the 3 squadrons. Fighters and bombers have very obvious roles, but if you throw a super anti-structure bomber in, it might make it confusing on what the different roles are. By making it function different than just a suped up bomber its more clear that it has a different role. Obviously a regular squadron still works, that was
[quote who="CrusaderScott" reply="11" id="2033004"]I'm not too keen on this whole "pick a form of government" thing. Sins is different from Civ or Galciv in that you are not so much an emperor managing his empire over the course of many years, but more of a grand admiral directing the military effort to conquer a particular solar system or two. I think adding political options to the game removes the war-focus and takes the game in a very different direction. [/quote]</
[quote who="Annatar11" reply="13" id="2032514"] but what has defense have to do with it See above. When the AI (hopefully in Entrenchment) learns to care about them, you will not be able to rely on them for constant and unstoppable income. This is all that will be needed to "balance" them, and why they should produce more. On your planets, you can keep them from being destroyed. On neutrals, you can only stick a starbase there - which you could do, certainly, but then the
I don't mean to discourage you, but my assumption is that there is already an dev consensus on what to do with starbases, so our energy is in all liklihood better spent on discussing the new version. nevertheless, I'd have to say that grav well wide range would be too extreme and the fact that you cannot have all upgrades, but have to chose is one of the things I love most about them (and that I dislike about fully expd capships). also, I am mostly fine with cost/ dmg ratio, could be
[quote who="Annatar11" reply="9" id="2032445"] hm, actually, compared to what you get from planets and other sources, it does seem a bit high. I don't follow the logic. You can defend planets' production, but not neutral production. You inevitably have more planets churning out resources than you do neutrals. [/quote] per extractor? barely! on the whole, you do make more resources with planets than with neurals - at least hopefully, early on, it need not be so - but what
I was just about to post 'new anti sb squad'. but you already had that. though I was thinking less of a cruise missile, but rather of standard squad, only much more specialised, weak hp and absolutely useless against anything but structures. other than that a squad of cruise missles could be fine, if the adjust damage to rebuild time and am cost, it could be more or less equal in dmg/ cost ratio to the other races ships.
hm, actually, compared to what you get from planets and other sources, it does seem a bit high. maybe there could also be some variation of values that equal out the imbalances sometimes created by other random variations. also, neutral mine capture could be a researchable ability. that could also make it a tad weaker and make it more difficult to claim them all early on.
@ onicrom: I think you answered you own point. sure, the civ4 style was quite nice, but it amounted to five separate decisions, each of which had to be pondered carefully. that would probably be too much for this game. what I proposed is a single decision at a time, though with several options, but then you had those several options in civ IV too though rarely at the same time, since they became available at various stages in the game - could be the same with the governments here, have 2 or 3
@ callum 99: actually, you CAN see the improvements at starbases, at least some of them. f.ex. the tec starbase, you can see the beam weapons installed at the corner after the update. likewise, for the trade upgrade, you get little nodes protuding at the lower sections. for the vasari, you can see an effect when the phase stabeliser goes up. did not watch all of it extremely closely, but there definately are some visual updates as well. @ volney: yeah, sounds good.
[quote who="TheSAguy" reply="21" id="2030751"]I’m concerned about how long online games can take, and with the new Entrenchment release coming this will only make games longer. So make some new and changeable victory conditions like: You or Allies win if you control 65% of all stars. You or your allies have 70% of all culture. Blow up planets or make them Uninhabitable for x amount of
hm, ok. well, what I think we would agree on, was a slight improvement, tweaking to planets. I did on post on planet sizes, so that area is something I'd like to go. like, keep the few basic planet patterns, but add parameters that every planet has and that change some area or another. like sizes, or atmosphere or something. I find the bonus system nice, but ... I don't know. I don't so much like it to be discovered first. well, yes, the stuff that is there works fine with the system,
[quote who="Yarlen" reply="17" id="2030476"]Hi all! Let me try to hit up multiple points in one post. + We won't be closing the Entrenchment beta (which is atypical). If you pre-order Entrenchment, you'll automatically get access to the beta. + As someone guessed, mines are the cause for the additional time. The Ironclad guys are reworking them so that they're better balanced. + I'll see if I can get a partial changelog for the next update. <
as for politics, I quite liked the system used in civ 4 and how it linked into diplomacy (we don't like you, because you don't have the same government type as we do, etc.). maybe something similar, but reduced in complexity could used. like government (tyranny, aristocracy, democracy), economic (free trade, state property, protectionism) and religious (monotheism, polytheism, atheism) categoires, where each brings different advantages in production, income, research, military and so on. diff
well, the game iss what it was designed to be. if I could chose, the thing I'd change or expand most is something like victory conditions and such. it's kind of strange that in game which seeks to bring empire building into rts the end of all means is to build up a huge navy and kill everyone you encounter (or ally, but ...). at least a technology and an economic path to victory could radically change all of that. but at long last, it surely was a design decision, you have to make com
bump. still not fixed.