[quote] you know, maybe the scuttle function should be more accessible Well, it's also mapped to the 'H' key With a redone tutorial that will hopefully mention it, shouldn't be too bad <img id="ImageResize_Image_12" onload="ImageResizer.createOn(this);" src="http://images.stardock.com/smi
Shadowhal
[quote] the way research is done and units are ordered, most of the resource system is more reminiscent of a large rts than a 4x. yeah thats the problem, the technology are researched waay to fast. Maybe its our new game speed that is to blame? and thats also a reason i dont like playing on fast gamespeed, as it makes it feel too much like a RTS game. I hope the speed of the research are just temporary as we are testing i
you know, maybe the scuttle function should be more accessible. I understand, you dont want people accidentially pressing it, but seeing how many people miss it, it seems it is just too easy to miss in the first place. how about,if you make it more central, you have to give a confirmation? in hw you could press crtl s and then you get a (imo uber cool) warning to confirm the order by pressing again.
[quote] oh I hope so, last time I was in a game with TGE, he formed an alliance with two other people purely for the purpose of crushing me. of course, he needed to take that step for even a minute chance at victory, but that doesnt change that it was ruthless and mean! [/quote] well that's what ffa is all about. being a ruthless, mean, backstabbing bastard and do whatever it takes to win.
4x for me too. the way research is done and units are ordered, most of the resource system is more reminiscent of a large rts than a 4x.
yeah, ring is the most obvious choice with logistics on the inside, hangars and other tac stuff next and finally a ring of gausses. the only problem I have with defense is that it effectively takes a lot of resources to guard it from even minor assaults. how many gausses do you need for full planet coverage? some 8? if you leave a space open it effectively makes you vulnerable to siege raids. but then it was probably intended that defenses should not be too strong to repel attackers alo
well, when I posted I was already considering that the ai will get an overhaul and that eventually it will have to have some decent algorithms on where to place structures. and those can and probably will be used. but again, this was not my main point, my main point was that when you activate autoplace, you can choose between a few layouts, according to what you think is most appropiate in the strategic scope of the game. like a formation, possibly spinnable (i.e. you can rotate the for
[quote] Hence hopefully Super weapons will clean up the end of the game, and or a surrender diplomacy option. Both should help get the job done. [/quote] ah, so we do get a surrender option. very nice, already pondering how it will work like.
if I understand you correctly, what you want to is, eliminat all ship prototype research, but limit fleet size by both fleet poins and research. so while you have upgraded planets for fleet cap, you may still need to research to take advantage of it. if that is what you want, I won't like it. we already have to spend money for fp to gain more capacity for ships, adding a research layer to spend even more money to do exactly the same thing is frustrating and stupid. or else I go
[quote] culture dominating the pirates is much faster. [/quote] I wonder what culturized pirates sound like. "we be' yo' pardon, yet we mus' insist on tekin som of yor belonins. we wou be true sorrey to hurt ye in ya process, so we kindley ask ye to ste calm and let as do who we a he fo'. yarrr. ps. thank ye for yor attention."
Well, managing planets in sins is a bit toned down from what it would be like in MoO2 or civ 4, basically where in the former you have all sorts of projects, in sins it is abstracted to upgrades (several per type) affecting the planet itself (population i.e. cash generation, health, defensive capabilities, fleet support, artifacts (little extra boni) and structure points). on top of the upgrades you can build logistics structures that enable research or boost resources gain or give other abilite
maybe the autoplace function could let you choose between different layouts, how it places buildings. like a cluster of defensive buildings surrounding logistic buildings vs a ring of gauss around the planet plus some hangars. something like a formation for buildings. I mean something along those lines will have to exist when the enemy ai decides how to place structures. so those routines could be used. and again choosing different layouts for defenses but leaving individual placements would be
a command idea: since we can order research when our labs are only being built and can build ships when they are still being researched and so on, it would be nice to do the same thing with abilities. what I mean is, why should I be able to give the order to ... say lock down that specific ship only when I have the required antimatter. if I don't put autocast abilites on hold, continue last orders and as soon as enough am is available execute the order. reduces the "timed to the second" syndrom.
[quote] hehe its far from all of them [/quote] you have been a busy little amazon.
disturbing: when I reloaded some multiplayer saves, it took me some time to orient myself, because the view was completely unfocused. I try to explain, it was like I was with my mouse way zoomed out, staring from below instead of above (I know, all is relative) and not looking at any planet, but into void. so first I have to spin around to even find something and then I have to orient, so that I have roughly the camera position I had before the save. not a big deal, but definately irritating.
[quote] You could always make them trade ships of a sort. Set up a depot somewhere that pops out supply ships and have it either auto-target fleets in enemy or neutral territory or waypoint to the fleet to supply it. [/quote] I had a vaguely similar idea on the proper supply thread a few weeks ago. but that was more of an empire internal supply line thing. basically my thought was to cut off planets resource generation and build rates but a) kill
yeah, thoughts of CFW came to my mind also, I think the game was brought up for its couple of good ideas a while back. well, nothing wrong with keeping ideas coming, the way the game is shaping, I wouldnt be surprised to see further pursuit. though the point still stands that a supply system diverts fleet points away from pure attack ships, giving the defender an advantage which would unnecessarily make raids harder to pull off.
while schod and annatar have very valid points, I still kind of like the idea. you could fotr example make all this a very powerful offensive strategy too if you play around a bit with intra-empire supply lines. for example, in order for the supply ships and front line stations to work, you need a supply line ( no, you don't need a ship in every gravwell from your planets to your target). that way a counterstrike destroying the enemy supply line would cripply their ability to regenerate am.
[quote] sounds like you guys are far too capship dependant, this strategy should be as easy as countering with a normal fleet, just make sure that you focus fire. [/quote] for tests you need to introduce restraints to try to isolate given elements. also, consider that they played an actual game too (para and ruidin) and there weren't exclusively cap ships. the intersting fact is that dunovs get wasted - completely wasted - when you don't
[quote] TEC has counters for someone ability spamming like that as well... [/quote] the cobalt's anti matter disruption ability? comes too late if the enemy focuses on getting those three dunovs early. the only other thing I could think of would be a mix of lights, lrms and a capital or two, or massed bombers with clever carrier movement. but then he stated that in a test they killed all that a from a game they played a heard similar things. so if
[quote] Go here To download drivers from Nvidia. With your mobile card, you might also be able to download them from your laptop manufacturer. [/quote] in fact, I couldnt find drivers for mobile cards on the nvidia hp myself, got mine from the manufacturer hp.
as I said, updating the drivers for the graphics card solved the problem for me. if that doesnt work, post again, maybe someone has a better idea.
[quote] Thanks, what kind of Geforce do you have? [/quote] 6200 Go. I use a laptop.
basically like it, but why not go the next logical step and say that the amount by which taxes are lower is allocated to the stronger culture (franchising anyone?) also, its cool that it makes it both weaker in not allowing complete autonomous takeover and stronger in giving a chance to take the planet with infrastructure mostly intact.
[quote] My graphics card is Intel(R)82915G/GV/910GL 128MB RAM 512MB Pentium 4 CPU 2.93GHz [/quote] well, can't make anything of that, I have a geforce one. sry. you might consider getting some more ram though, 512 is pretty low.