[quote] You only have to blow enemy culture buidings in the system next to the one you want ,wait a bit and colonize all you want. That only works if he doesn't have culture spread from beyond the next planet, too. Culture is effective for several jumps, so you can very easily get caught in a web of intertwining influence spread. Very, very rarely is it as easy as "blow up the one planet, and the one next to it".
Shadowhal
[quote] I just wanted to mention I liked Shadowhal's earlier suggestion about having an additional planet 'exploration' option for discovering all the phase lanes from that planet. Hmmm, maybe it could instead find additional, hard to plot phase lanes. [/quote] this variation of the suggestion wasn't my idea though. nevermind though, would be cool to have sth like this.
great job, these models look very cool.
[quote] Ships The gap between capital ships and frigates complicates many things, as does the fact that new capital ships do not need to be researched. A third "combat" tier, in my estimation, is desperately needed. The "support cruisers" are insufficient. I highly recommend, surely to def ears, that you make battlescruisers and battleships/dreadnaughts different classes. Each race already has five cap ships, so this would be a matter of each having two battleships and thre
lets get one thing clear: if your opponent composes his fleet accordinly, static defenses are merely a delay not something to actually hurt an incoming fleet on its own, not to any significant degree. I don't thing it was supposed to be any other way. consequently, if you show up with a decent fleet you can bet that sooner or later your opponent will come to defend his territory and if he indeed brings a big fleet with him its good to be in position to attack one or two of his worlds on
[quote] Hi, we just had a heavy game against 7 Computers. And after one and a half hour during an attack all my bombers wich comes from hangars docked on them and stay in them. i do not now why. I had 5 Hangars and 10 Bombers and only 1 came back after a while. is this a bug or a special weapon against hangars? Greetings [/quote] the only thing I can think of: you sure they are not set to "hold position"? oh, another tiny thing, but you p
I've seen the game get some previews in europe, as far as it seems a large german mag has one in the current issue. can't see it much discussed in general though, but if I see any threads I will post a link to multis videos. that should get some attention.
[quote] Anyone can purchase Sins directly from Stardock as we ship worldwide for just $10 USD s&h fee (which given the state of the dollar right now is a huge bargain). [/quote] yup. in spite of the shipping, I paid less than I would have if I would buy it in a shop. (assuming somewhat standard pc game prices)
[quote] Alternatively, you could wait until the Stargate Worlds game (MMORPG) comes out and take some hints from that. On a side note, if I remember correctly, the 301 was a disaster and prolly shoudn't be included. [/quote] yup, complete desaster. hmm, are there any legal issues if you use models specifically created for other video games? I mean for series I can't see it ever was a problem, but in the latter case the IP would b
[quote] thats where a little creativity comes in do u realy think it would be hard to devise different vessles from the ones each race allready has? [/quote] I'm not the creative type, so I cannot answer the question. but as I said, if you pull it off, I'd be happy to try.
the problem is that most tv series and some movies do NOT have enough designs for a full fledged strategy game. if you look at sins you have approximately 15 ships per side and about as many structures. now, if you mod facions like you listed above, what options do you have? humans: F 301 (rebuilt goa'uld glider) F 302 (combined airplane - goa'uld glider) X 303 (prometheus class capital ship) F 304 ? (deadalus class capital ships and thats about it for humans,
[quote] but i do see it steering towards that direction. So i am saying something about it now. how??? its not like you can turn the ships backwards and forwards to ahve them dodge artillery... micro could use a bit more in Sins. you're right that it shouldnt be a clickfest, but if I'm focusing down in on a battle where its 3:4, if I'm microing the 3 side I should still have a decent chance of victory against someone who is not mi
yeah, I know necromancy. I had this (pirate base taken by culture) continually happening and I can't say I like it. what is the motivation behind making it possible? granted in midgame pirates are not much of an issue currently, but I still think that if you want to take their base (and get some reward for it), you should still have to fight for it. or have the remaining pirate defenders go on a suicide run against those who took their base. just anything, but degenerating them into sitting duck
a concern on statistics: I've been playing a single player game (to take breaks if I want to and have shorter sessions) and something came to my mind: everytime you save and quit you get the statistics screen. especially in mp there might be information in there that players didn't have in the game itself, so maybe there should be a mechanism to get the table only a) on agreement of all players or b) just when the game has formally ended (however that may be concerned if the losing side gives up
just for procedural reasons: what's your current plan on the second round? 1. do only the winners continue to the second round or more? 2. if only the winners go on, there can only really be a second, not a third round, but that really repends on what size of games you want to play. any plans here? will it be 3, 6, 8? I'm just curious, if you want to tell only when reg. has closed, its fine with me, but some info would be appreciated.
[quote] k i was also wondering if developers were going to make the explosions better. i like the capital ships exploding cause there is a nice boom and their is debris. with most explosions i'm watching the ship and boom! it just disapears, not debris no nothing [/quote] in the destruction animation you see debris parts, can't you? if these are actual polygonic object you might be able to have them stay for a couple of minutes. you be quite nice.
there are weapons upgrades that affect fighters (and other for bombers I think), I'm not sure if the health upgrades affect them. maybe a "maneuverability" upgrade would work, by which they have a better chance of avoiding hits. sth to be explored, but there certainly are options in the current build.
[quote] The micro addicts are the reason sins leans toward the RTS. Just once i would like a game to where i tell a fleet to go do something then go off, and read a paper knowing the AI will handle the rest. [/quote] ahh, nice thought. or rather make micro have only rather marginal returns i.e. you do get better battle results, but not significantly, so using to time to focus more on empire management may be more rewarding. psychoak's arg
[quote] One version scales with the duration of a game without leaving blank spots, one doesn't. Core units cannot be halfway up the tree and have a tech system that works in both a 100 planet game and a 10 planet game, it's impossible. [/quote] that sounds about right. core units should be available even in relatively small games, so this forcefully leaves to everything you experience in very large games as non-core. the main issue is t
[quote] I wasn't talking about planet development. That falls into the "exploitation" category. Sins doesnt seem to have an issue with that IMO. Exploration. To go out into the unknown, and discover that which you have not seen before. Sins does this to a point with the unknown planet icons. It is a die roll to discover an ice world, gas giant, nebula, or asteroid. There is still that missing element. On fixed maps you already know what is there after you played it
I hate to be the grammar guy, but please, do me a favour and write poll. a pool is also a cool thing to have, but its something slightly different.
not sure if by exploration you also mean planet development, because the latter is very nice as of beta 4. planets still bring very different boni, but it takes a while to profit from them, very cool. exploration has been mentioned often enough, for me its mostly a bonus to sink extra cash in. one thing which is not in and could make the whole thing more flexible: a structure that increases fleet points a bit. currenctly, planets are fairly flexible, you can either use them to
[quote] As we all have heard that you can have maps that last for a very long time, like weeks, but if the research is already done in 3hours, i would feel it would become repetitive and boring after that. I dunno how it will or can be done, but i do feel there is a need for more 4X then RTS in sins [/quote] <br/
I did vote for the longer option ( I think 2 - 3 hours) back at the poll. in singleplayer I will very likely chose the slow option anyway, because I like a more gentle pace. in mp it will probably drag along too much and other players wont be liking it. but alas, the question was asked and I put my 2 cents in. btw ours was 2 hours mostly build up. some smaller skirmishes, but nothing major and no significant losses. my impression was that in small games you get to a stalemate w
[quote] I'd say both should be altered towards longer games. you shouldn't reach the end of the tech trech except for fairly large, fairly long games, by which I think of more than 4 - 5 hours. I mean both. Right now you can have everything researched in about 3hours. [/quote] jup, my impression also. in my last game we played a small random and I easily reached tech lvl 7 civic and 5 military and my oppon