Pursueing a strategy of scorched earth is much more difficult when the enemy only has to use a kamakize colonizer to hit up a planet you just bombarded and bring it back to full strength. It's damn-near impossible when you have the capital ship with colonize set to auto-colonize and it auto-colonizes a lpanet that immideately flips. Like that makes any sense whatsoever? "Look, we just landed from a ship after our forces finished bombing the snot out of it - oooooh, look at all
ShadowDragon8685
Again, go with a "Pirate Hub" sort of dealie. A very well-protected pirate system. You invade and conquer that, and you can claim ALL the bounty laid in ALL the galaxy!
Thank goodness for the simple fiction of artificial gravity and inertial compensators, so we can soundly not give a gorram about that and get back to what's important - watching big ships beat the snot out of one another.
I do agree we need more unit chatter in this game. Go play Homeworld/Homeworld 2 sometime, for some good examples. I'd think the audio should provide information based on the size and number of ships in both fleets, IE... Say your Group 1 consists of five frigates, and the incoming attackers are five frigates. It might say "Group one engaging enemy... This doesn't look good." Whereas if the enemy is twice their number, "Group one requesting immideate reinforcemeents, Command!" and if th
None of this has any bearing on Sins of a Solar Empire, unless we're going to remake the whole game into a WWII historical simulator, where the aircraft utterly pwn all ships by dive bombing and torpedo runs. Fighters are not standoff weapons in space games in general, and in Sins in particular. Unless seeing giant fleets of Sova and maybe a few of the one that restores shields is your cuppa.
They did this in Sword of the Stars. Want my advice? DON'T . It was a game-breaker in that game, especially as things were randomized and uncompensated. IE: I could start off down the line towards phasers, bypassing Green lasers only to get roadblocked after UV lasers, with no further upgrade. Then I go down missiles, only to find I get crap for missiles. You'd think that after that, I'd be all but garunteed to get good mass drivers, right? Wrong!<
Just as a side-note, though, it's worth pointing out that if the person who posted the bounty is dead, there's absoloutely no reason the escrow agent won't just pocket the money himself, thus reducing the bounty on everyone that person put bounty on by as much as that person paid out.
The thing is, I think pirates can spawn in any system - any system at all - that isen't actually watched by the player. Were the systems they jumped in from un-seen? Also, they might have been your own trade ships turning into Insurgents, which are labeled as pirates.
Call me crazy, but... Combined-arms is good for realism. I don't want realism. I want fleets of mighty, proud capital fleets phasejumping into a system and laying waste to all and sundry. Picket ships are harassers and planetary defense, but they shouldn't stand up to capital ships unless massed in truely ridiculous numbers - swarm-type numbers. Frigates should kill frigates and trade ships, do scouting, and serve as cannon fodder. Cruisers should kill frigates an
Gameplay.constants may yield some clues: pirateRaidData starArrivalDelayTime 10.0 initialSpawnTime 1200 minSpawnTime 300 maxSpawnTimeAtMinTotalSupply 600 maxSpawnTimeAtMaxTotalSupply 360 minTotalSupplyPerPlanet 0 maxTotalSupplyPerPlanet 20 raidChanceIncPerPlanet 1.0 raidChanceIncPerCargoShip .25 raidChanceIncPerBounty 0.002 supplyPerPlanet 8 supplyPerCargoShip 0.
Can you please explain how to do that translation? I understand those words individually, but together they tell me to do something I don't know how to do.
Eureka! The bits value IS the value you're looking for. The number is apparently just a foolyou measure. Fortunately, I had an old savegame and I plucked a valid value out of the "maxrecorded" section. This is a good number, it'll work when inserted: 40937.51 Bits=1193273731
Okay, now, I'm highly puzzled by this. I've been trying to edit the save game files, and I started a new game, starting with Autosave[0].save (Maybe I should save another save file to edit? - Gonna go do that, BRB.) Note that I am playing with the default name, the "Terra Confederation". These are the opening few lines of the save file: [code] TXT PlayerSetup type 0 numSlots 11 slot status 1 networkPlayerID 0 name "Terra Confederation" actualRa
No, I think my view is different enough and unique enough that Kryo would find it easier to inclue in the thread roundup by a different name; since my thread is about drawing attention to a potential compromise, while the other thread started simply to bring note to something that was seen as a problem by some, but not by others.
Okay, so something I have noticed on the forums is that capital ships are a divisive issue. Some people find it preposterous that you can crank out Kol battleships at two research stations, but need a buttload to put out the Kodiak cruiser. So, a proposal: Give each race a seperate "Capital Ships" research panel. This panel will be divided between the types of capital ships available. Now, you won't have to research the ships themselves - everyone knows how to make a big friggi
Not content with making him work 168 hours per week, you expect him to relatavistically compress time so he can work 175?
stupidly flying into my guns. Upside: That's gotta be about 2,300 credits worth of pirate booty! This may be a problem. They will stupidly fly into your guns and you get the booty for free... Suddenly everybody will WANT the bounty on thir own head to spawn the pirates. I don't think they should represent a source of money. You could solve this tidily. When you ki
Lurker, I must respectfully disagree. I want super-ships. I want a super-dreadnought classed vessel that will make my enemies *bleep* their brown pants.
One thing that always irked me is that you don't get any money for killing pirates. I mean, let's face it; pirates are hated by everybody. Even though you'll happily raise the bounty on someone to encourage pirates going for them (possibly instead of you), you'd also be elated to see them hung. And so would the trade guilds within your empire. So my suggestion is to make pirate ships worth a bounty - perhaps the scuttle cost of the ship type, in credits only? Not only would it make sens
Alternatively, make it pirate chatter you hear. Something like, "Arrrgh matey! Avast and deliver, for we be takin' yer booty!"
Wow, you want to have your cake and eat it too, don't you? Worky Linky? Happy now?
As long as we're talking about the graphical representation of the ships... I... Agree. The Kol is lacking something. it's beautifully detailed, I'll grant, but it dosen't seem to be the big great battleship it should be. I'm willing to bet that everyone who will be consuming this game has been influenced by at minimum one of the following, and possibly more, or all (note that these are just those which influenced me): The Homeworld series (HW/HW:
"Realism" seldom makes for a fun game. As evidenced by the fact that ships have to thrust constantly to achieve steady speed, and decelerate if they reduce thrust, and don't have to turn their aft towards the enemy to slow down. I, for one, welcome the idea of Super-Dreadnaught or Monitor classed vessels.
Shibfilet, people pax taxes based on how many there are of them on the planet. But the more economy the planet gets, the more prosperous it will be; not all of the "Economy" I listed is even economy at all. It's just things that make the planet more prosperous, make living there a much more pleasent thing, and consequently make the planet more loyal. Do you understand? The planet is more prosperous, and the fact you're making more tax income off it is indicative of the fact that the pla
As opposed to living on in fighting memory capable of ressurecting the culture should anyone be foolish enough to colonize a planet still being bombarded with the propaganda of a dead race?