would it be possible to change the trade value we get when holding over available credits to a per second basis? I am aware that it is fluctuating, the number can reflect that, but it feels strange having all resource income (and dmg, restore) rations on a per second average and trade income not. also helps to evaluate benetits from upgrading planets vs building more trade stations.
Shadowhal
regarding the scientology thing: I'd say the deeper root here is a different understanding of the role of government. in most of continental europa people like a much stronger government, whereas I see oversees more of a liberal tendency. also, I think the general opinion deeply distrusts scientology amongst others and wouldnt be too unhappy to be protected from it by the government. nazi symobls: yeah, its just that history has left a strong mark on germany and its little brother. you
[quote] When you see the new Diplomacy system, Tech Trees, UI tweaks and other goodies, you'll appreciate the 4X immersiveness that I feel you are looking for [/quote] new tech treeS ? if you ever make a bad game you will always be welcome as master of a torture pit in some dictatorships, I
[quote] I was playing a game this fine morning, and in addition to a crash in the first one, I had some problems with bombardment in the second one -- I'd right click on a planet and get a green move line instead of a red attack line, and if I manually selected attack and tried to click on the planet, I'd get an error reply, something to the effect of it not being a valid target. Then it'd turn around and start working again... don't know why this was happening, but
[quote] I'd say closer to 2gb. [/quote] nah, 2 GB is ok these times. *shudder* thinks of D2 which required close to 3 gigs with LoD. quite a bunch back those days.
d'oh I mixed something up. its culture indirectly, I think the actual influencor is allegiance, but since its changed by culture ...
fleet supply is also dependent on population I think. so if you were bombed and upgraded a planet at the same time, something like this may happen.
[quote] Which replay was funny? That would be round 2 group 1. After Pithlit was gone the game crashed, so they had to remake and do a 1vs1 with 2 hard AI's. Ive never seen a game being so close, and if that wasnt enough the 2 AI's was almost winning too funniest game ever
"where my allies were when they called for help ..." there is a notification system linked at the bottom left screen are. just click through the msg and when you see one labelled "allied planet/ fleet under attack" just press space. should get you to where you need to be. there is also a ping feature your ally can use to mark a location for you. yeah, performance is good on this baby. even my old Geforce 4400 managed to run it, through the planets became transparent.
[quote] both of you are brilliantly wrong, small fleets can take down larger fleets if you micro and coallesce them properly and my god, they are most certainly the *best* way to defend the sun, large steamroller battles will only make you lose terribly. [/quote] depends on the difference. if you have ten frigs and stand a full enemy fleet you WILL get wasted, no matter how good you micro. but then ... the trick is to avoid those larger f
another (minor) issue: could you make the icons for asteroids and dead asteroids more different? I found myself often not looking closely in maps and then found I colonised the wrong world. I looked again at fire and ice and I see they are different, but not enough for my taste to see it at first glance. maybe the deads' symbol could be smaller by half.
something entirely different from the first post: I shift ordered my lrms to attack a few gauss canons, logically the closest one first and then subsequently the farther ones. however the lrms went straight for the last target I shift ordered them to attack. and so went into attack range of the closest one and got damaged. maybe I didnt press shift long enough. in general my keyboard either doesnt like your game or you just need to press keys 2 or 3 seconds for it to have an ef
[quote] or you build multiple small chase fleets to hunt your opponent down, or even MORE brilliantly you make multiple small chase fleets AND multiple attack fleets to take back offensive initiative! [/quote] the amount of fleets you can deploy depends on how many and what type of planets you have. if you split them too much you wont be able to do any damage anywhere. would you care to elaborate of your difference between chase and attac
some ICO stuff (it will probably get an overhaul anyway, but it cant hurt) * msg when people enter or leave would be useful * is there any use to the friends system right now? * I need to newly enter my name every time I start the game, its just disturbing * messaging to in-game people and out of games to lobby. * when in games, different tabs for in game discussion and continuing lobby discussion. * whisper function. (its not in yet is it?) * ranking would also
[quote] Pssst, look at the ice / volcanic / terran / desert planet upgrades... TEC get 2 sets of terran, 1 of ice and 1 of desert, while Vasari get 1 terran, and 2 volcanic... I think 1 ice as well. [/quote] yes, a good start. but the only starting having more of an effect than planet development if you have two or three of the particular kind. also keep in mind this is strictly pop, whereas development included fleet points, tac points and logistic points
[quote] anyone know how many races the final project will have? Im BRAND new but so far I'm loving this game. [/quote] the final release will have the advent. of which we know very little currently. you might want to check out the rest of the homepage, the feature page and so for an overview.
[quote] Well, that's perhaps one part where some (at least I do ) argue that the races aren't different enough. Everyone trades, everyone uses culture, etc. And all primary roles of frigates are the same. It's a design decision of course that is understandable. Doesn't mean that I can't want to have an other design philosophy. <img id="I
inferface/ empire tree improvement idea: I used to use the standard tree, but in larger games it gets too cluttered and since I cant find any particular order in there, I needed to scroll around and around which made the thing useless at some point. I then switched to selection based view, with hotkeying my production planets and larger fleets. works pretty nicely, but for move orders I usually need to zoom around, which is sometimes a bit impractical. the idea now is
standard progam folder. so, something like C:/programs/stardock/... userfiles are somewhere else though, the FAQ thread says where. I think its Documents and Settings/Username/Application Data/Ironclad Games/ ... no idea whether you can change it.
strange, I thought the beta was closed already. [link="https://forums.sinsofasolarempire.com/?forumid=403&aid=169023#1381439"]WWW Link[/link] by videos I actually meant multi's 1-hour-or-so long video of an actual multiplayer game.
[quote] How do you mean they "use the same methods to fill those roles?" If your argueing for purely cosmetic differences your making a (bad) joke. If you have something more substantial and relevent, lets hear it! [/quote] he may mean that the position in the tech tree and the general strengh of units is very similar across races. means, all races start with the medium range standard combat unit, all siege frigs are at lvl 1, all heavy frigs at
I'm tempted to reply, but anything I could or would say, I already did, so ... I'll just wait for the patch and see what adjustment it brings. there is definately a difference in gameplay, it could just use a tad more in "feel" and I am not talking about graphics (which I like btw).
[quote] i like rts games, alot. But.... I have alot of rts, I want somthing a little different. Do you conquer planets? are there resorces? does it have a world map? thanks by the way .. [/quote] yes, you conquer planets. or rather you bomb everything there to the stonge age and then send your own coloniser in. not resources in a civ 4 or gal civ 2 sense that give you access to units or structures, but more like
some replys. on early game strategies: beta or not, reducing the number of capital ships available from the beginning reduces the amount of options you have at the beginning. chosing a sova over an akkan or a kol over a marza does make a different in how you should play the beginning of the game. on combat cruiser: seriously, try the kodiak, its very effective and a marked improvement over the cobalt light frigate. I'm sure there will be lots of other beta testers to confirm th
[quote] would be kewl to have front, back, left and right shields and have the ships trying to work with it. I read that they do not intend to have ship components damage (like no more batteries, no more engines, etc...) so I doubt they will change the shield system. [/quote] way back a few months ago (and well before I joined the beta) I proposed something like this - essentially an adaptation of star trek armandas fairly cool dmg model. but real