double post, sorry..
ShotmanMaslo
Good work, I like most of the changes.. [e digicons]:thumbsup:[/e] What about the max pirate ships tech level? Was it not lowered? Also, could you pls fix this annoying issue in the next patch? https://forums.sinsofasolarempire.com/374505 Increasing ship/starbase/planet name lenght limit to something more reasonable would also
[quote who="The_Regicide" reply="89" id="2537521"]How about a new pirate launching mechanic. Right now, unless you manage to get the pirates to attack, you just wasted a ton of money. I dislike the all-or-nothing approach. So I thought of a dispersal pattern. Say you have three players with bounties of 1000, 750 and 250. When the pirate wave is spawned, it is divided into three groups on a 1000:750:250 ratio, so everyone gets a piece of the cake. This way, i you place a bount
The pirates should never be stronger or have better ships than average military. Their strenght should increase only in accordance with average military strenght, and also should be capped - pirates should NEVER have better ships than professional military!
Its not about the turning speed, I dont think its too slow. Maybe it can be made faster, but not too fast, because even if we forget realism, inertia and centifugal force, it will just look funny. The issue is that ships always immidiately accelerate forward with main engines, even if they are ordered to turn around. That is the problem.
I agree, this desperately NEEDS to be corrected. Annoying arcing turns issue completely negates any attempt of tactical maneuvring or strategy, and was actually the reason why I stopped playing Sins first time when I got it, and started again only after I learned how to mod and increased turn rates / decreased ship speeds to patch it a little. [e digicons]:annoyed:[/e] No matter how I look at it, this movement behaviour is absolutely unreasonable. The best solution would
[quote who="N3rull" reply="79" id="2528012"]Not before I corner some of the IC guys in a dark alley and force them, using any means necessary, to abandon their unexplained, irrational love for big arcing turns. That's what I am afraid of, anyway. But for the time being, we can at least voice our discontent with this arcing foolishness. [/quote] You mean the DEVs actually think this is a good feature? [e digicons]8C[/e] WTF?... [e digico
Frakk! Another promising tactical maneuver screwed by those arcing turns... [e digicons]>_>[/e] I hope this gets fixed ASAP in the next patch (1.20?).
Add "Fix the frakkin arcing movement thingy" and add me under Yes pls.. Source thread: https://forums.sinsofasolarempire.com/374505
Yes to Allow Dunov shield restore to be self targetable Yes to Allow starbase deployment in Magnetic clouds [e digicons]:thumbsup:[/e]
I completely agree with the OP. The whole turning and acceleration physics in this game is a pain in the ass. I personally fixed it a bit by modding - increased ships turn rates and decreased movement speed, but it still causes problems sometimes. The best option would be turn rate increase along with the new rule that ships start accelerating forward only if the target waypoint is in, say 90 degrees FOV angle or less (45 degrees off the central FOV axis or less).
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cant wait! [e digicons]:w00t:[/e]
Doom 3 + RoE Quake 4
Definitely a good game already, and will get even better when they catch out all initial problems and start to add more features and expansions. And most importantly - it has hotseat. GC2 has finally something to fear! [e digicons]:grin:[/e] Which reminds me to ask: Are you guys at Stardock planning to make some new stuff to GC2 sometime? New expansions or eventually GC3? When can we start to look forward to it? [e digicons]:)[/e]
Finally some space 4X turn based multiplayer game since MoO, which doesnt look lame. Looking forward to it! ( Actually, I wouldnt mind if it would be just enhanced GalCiv 2 ripoff with multiplayer [e digicons]:grin:[/e] that would be enough for me..)
[quote who="LegacyCWAL" reply="526" id="2360219"]Diplomacy victory wouldn't be possible due to it being so abusable. Get a bunch of guys together, everybody allies, and everybody has a win on their record! Yay! Differing tech trees and super abilities would be out due to obvious, major balance issues. Customizable races would be the same, but to a lesser degree. They'd have to be neutered so thoroughly that they might as well not be in at all. For
I understand that adding internet and network multiplayer to a game like GalCiv could be complicated. But whats so hard about hotseat mode? If engine limitations are the main problem, then when could we start to look forward to GalCiv 3, with new engine and mutiplayer? Sins was a major success, so what about to revolutionize turn-based multiplayer space strategy genre too? [e digicons]:thumbsup:[/e] Turn based games without multiplayer never unleash they full fun potential
And finally, MULTIPLAYER would be great! (both LAN/internet and Hotseat..). Just imagine playing GalCiv with human opponent! [e digicons]:thumbsup:[/e]
Name: Intruder Description: A ship specialized in infiltration, stealth operations, intelligence gathering and sabotages.. Abilities: Stealth generator, Attach probe, Disrupt target Name: ACT-200 Transport Description: Armored troop transport Abilities: Capture target, Invade planet
-carriers and strikecraft, Anti-SC weapons -planetary bombardment -capturing ships and stations -special ship abilities like in sins -artificial wormholes -minefields -temporary cloaking for ships and anticloak technology (tiberian sun anyone?) -asteroid fields and nebulas that have some tactical effects like in Sins (only fighters/bombers and smaller ships can navigate them - now they are useless once you have the bigger ones, favoring/
Infinity - The Quest for Earth http://www.infinity-universe.com Not finished yet, but looking awsome!
So do we have a preliminary release date? And suggestions thread? [e digicons]:)[/e] (lolz, smilies look totally stoned on this site, or is it just me?)
I think the best system would be the combination of both. Keep the upkeep based on research, but allow the player to revert back to previous upkeep levels, with a price tag. Every strategic supply decision can also be reverted back, if you put some resources to it. If you can convert a trading society to waring one, you should also be able to do otherwise if the situation changes. You are able to adapt only one way, but not the other, thats whats wrong with the current system. [e digicons]:an
T erran D read N ought.