[quote]- I'd really like a command to "clean that planet, then move on": capture the planet, destroy all ships and structures, then go to the next one.[/quote]In other words, you want to watch a movie? :) [quote]Giving the ships names with the same initial as their class would be a very quick fix.[/quote]You can do this yourself. Just click the little bar above the ship's portrait and you can rename it. I do this with my homeworld... I call it "Homeworld". [quote]Also, I'd like to b
theRetroboy
They're planetary garrisons. Each colonizable world already has a native population that must be suppressed before you can move in. They've bought old ships from the traders for defense. -- Retro
Vasari "specialize" in resources compared to the other races so their cheapest ship gets the ability to grab free resource nodes. -- Retro
Moving planets would have seriously complicated the game. That one's been discussed a couple times, and wouldn't have worked without either making phase lanes vary in length (Oops, my ships are jumping across the entire map! I can't do anything with them for two minutes!) or creating-and-destroying phase lanes ("Oh no! Where do I put my turrets to defend my phase lanes?"). The customizable ship would have been a balancing nightmare and would probably have substantially delayed the game
Where? Wasn't in the Lore section - I checked. -- Retro
Trader's Defense Navy, likely? -- Retro
You have to turn off auto-explore on your Vasari scouts to use it though - they lose so much antimatter from jumping around that they have to stick around long enough to recharge before they can capture the mine. When I find a non-colonizable gravwell with resources in it, I flip autoexplore off and automining on for that scout (or colony frigate), as then it'll grab all the resource asteroids in that gravwell. -- Retro
There's two possibilities. 1) Just play a different soundtrack. Easiest way to do this is just put a small stereo or iPod player next to your computer and turn the game's music setting down to zero. Doesn't have to be in the game at all. 2) Play different incidental music based on what's going on. Sins music is sorted according to the race you're playing and the level of action and activity at whatever planet you're viewing. From looking at the files, there are about 60 differ
Note that Advent have several low-tier research items that greatly reduce the cost to discover planetary bonuses. Giving a greater frequency of planetary bonuses will likely give them a boost compared to their competition in middle game, which could impact balance if they discover one of the more powerful artifacts. I don't think your last paragraph is related to the issue of why people get bored near the end of larger maps. It's because they've already won and the AI just doesn't ackn
Point #1: good idea. Wouldn't work for MP, of course. Point #2: It has to do with how computer memory works. The first load, your computer is bringing in all the texture, sound, and model information from disk drive to memory. It takes quite a while to pull all that data from the hard drive, get it organized, and then place it in your computer's RAM for later fast access. The second time you load a game, all the texture stuff is already in memory so it doesn't have to load it again. The
Suggestion: split your attack fleet in two, with one smaller and faster than the other. One goes in on the LEFT side of the phaselane and then moves off to draw away the attacking forces. The other then goes in to the RIGHT side of the phaselane, and then penetrates to the other end of the gravwell and jumps beyond the chokepoint while the first scrams. You might lose the other fleet but you'll be able to dislodge the choke point at least. -- Retro
I think the title is fairly self-explanatory. :) What's your poison? -- Retro
Next up: when you move to multiple foes, either lock the teams before starting, or concentrate on solving missions the AI sends you. Otherwise the AI's will swarm you, and that's something that takes a Really Good Player (TM) to beat. Good luck, and enjoy playing. -- Retro
[quote]While a multiplayer feature is far easier to add on top of a already designed game.[/quote]Sorry, but this is far from assured, if not altogether probably incorrect. Multiplayer brings the whole science of synchronizations, networking, multiple-thread-input-processing from various users, dodgy connection detection, framerate synchronization between machines that have different performance levels, lag, hacking, and a lot of other considerations that don't have to be dealt with at all in si
Of COURSE there's no concensus! :) Might as well as post what you feel is the best movie of all time and expect everyone to agree with your answer. -- Retro
[quote]Problem is, a lot of players wont even buy the game if it does not have multiplayer. Even if they wont be playing online that much.[/quote]Agreed. But it didn't stop BioShock from being enormously successful. [quote]On the Galciv2 Forum (far more)people are demanding multiplayer[/quote]But that doesn't necessarily correlate to a high percentage of SALES, which is what really and truly counts. I find that generally people who post on forums are more inclined to do more things online th
I'll address the ones I know about or that aren't too generic. 1. Upgraded frigates can be built much more rapidly than heavy cruisers, and a long-range strategy is basically free damage for you when you've got your cruisers in the middle of the enemy fleet mixing it up. Your call, but if you're in MP and are just sticking with nothing but heavy cruisers, a balanced fleet will take you out. 2. Don't. The support ships are there for a reason, and can really make a difference in the l
Thanks, Yarlen. I submitted that post before realizing there is no "report bad post" at the main topic level (something to be corrected later?), only in replies, and I couldn't edit it afterward. -- Retro
Were you playing against Hard AI, and were you in the lead at that time? The game is set deliberately so players (presumably also AI ones) in the far lead compared to everyone else get attacked more than others because they're the biggest threat. -- Retro
Some points. Note that these DO NOT APPLY to MP games, only single-player. [quote]It's fairly early in the game, and I keep getting missions that are patently impossible: destroy civilian structures, for example, for a race that I haven't even located yet...[/quote] You should pretty much know the galaxy before missions start coming in, unless you're playing a huge map. Very early on, build three or four scouts, give them an order to go to one of the adjoining unexplored planets, and the
[size="7"]WARNING - SPAM ALERT.[/size] Link in first post points at an online auction site. Post has been reported. Please ignore. -- Retro
The most complete way I can think of is to mouseover one of the enemy ships and read the infocard to compare it to the baseline stats for that ship model. That won't tell you if, for example, it's upgraded to be able to do a suicide attack or cast destructive nanites on you... but I don't think it's a stretch to not see EVERY upgrade the enemy has already accomplished. Most RTS's don't confer this ability. -- Retro
Not a bad idea, that. Of course, it would make a couple of the achievements a great deal harder... :D -- Retro
Not the same. A frigate freshly out of the construction bay is exactly the same as one that's been through half a dozen planetary invasions. ------------ I understand that the crew would likely have a lot more experience and therefore the ship would be a stronger asset, but I can't see how doing it would avoid the desire for extra micro. -- Retro
Disagree with Alexboculon. The races are quite different, particularly near end-game. The superweapons in particular demand greatly different strategies. -- Retro