Perhaps the Yeti's could inflict attack speed or regen penalties? Ben
Azeltir
Good stuff. Now we need some of the items and skills to be "use on the run", like Wand of Speed and Ooze. Ben
Personally, I like this idea. Perhaps you could only sellback for full price if you haven't left the shop screen yet? Certainly, combined with the minion exploit, this could lead to bad things. What I don't see is why many of you are deciding to be so hostile (and, dare I say, elitist) towards an idea which won't hurt game balance and will help people who are learning the game have an easier time. Occaisionally, just occaisionally, you'll make a mis-click. Why should yo
si1foo - but your bounty would skyocket, so anyone who kills you would receive boatloads of gold. Besides, all thre creeps already give more gold per kill than suggested here, except minotaurs, which give 4 gold instead of 5. Ben
It's gonna be fixed in version 1.01, as has been stated many times previously. No need to get your nickers in a twist. Ben
He's talking about the reinforcement wave priests. Ben
[quote who="Frogboy" reply="2" id="2221505"]And before someone flames me for trolling, I'm the CEO of Stardock. I'm NOT bashing Demigod. I love the game. I'm just trying to make sure people don't think we think we're done. [/quote] Oh, Frogboy. So defensive. Keep up the good work! Ben
[quote who="Synapsis-dos" reply="11" id="2219483"]Can any demigod suicide on Erubus' potions or just him?[/quote] If an enemy of Erebus drinks is, it's a kill by Erebus. Not sure who "gets the kill" if an ally slurps it. Ben
[quote]Ah, the ever clever argue for the sake of arguing.Well played sir, well played.[/quote] He was arguing for the sake of making sure you understood that, factually, being on patrol would not change the likelihood of you being in the right place at the right time. However, you could get lucky. Ben
[quote]From what I can gather worm holes do not connect to other solar systems, so once you have the system to yourself you can ignore them.[/quote] Not true, I'm afraid. See Voruk's Labyrinth (a medium sized map which comes with the game) as an example. Ben
It just keeps growing! Ben
[quote]Think 'War of the Worlds'. When someone figures out a disease and shoots it into your ship, you've pretty much lost the whole war.[/quote] Yeah, try finding a disease that jumps between species that easily. The end of War of the Worlds is a bit ridiculous (but fun!), as it takes extraordinary luck or a great deal of time for a disease to adapt to a new species. Ben
Is there some repository where we can see all of your work so far without having to sift through comments? It would be nice to see all the pictures and mechanics in one clean, organized place. Ben
Excellent summary of the currently prevalent strategies and tactics. I look forward to watching the replays. Ben
Free-For-All. Ben
Annatar, strikecraft clip through planets and such, certainly. While, yeah, when I'm around a star they usually do fly around, it's possible that some of the strikecraft actually are flying inside the star. I really wish they would make strikecraft stop clipping through things - it can kind of ruin some battles. Ben
Regarding the opening post: Once, I had a strange situation where both I and an AI were controlling the same force. I would find my factories producing units I never created, my forces heading directions I had never sent them, and my research teams diligently working on projects I most assuredly had not asked them to study. The problem went away, I think, when I reloaded the game, but it was jarring. Ben
More lasers. That can never go wrong. Ben
Are you sure you found an artifact? If it says (assuming you are TEC) "Our analysts have found something interesting," it means you found a planet bonus - mouse over the world to see what it does. If it says something like (if you are, say, Advent) "Our scryers have found a powerful artifact!" then *that's* an artifact. Go to your research and check the artifacts tab to see what it does, or you can mouse over the world on which you found it. All artifact effects are passive, so you don'
I'm pretty sure you already can abandon planets. I remember seeing the option before. However, I don't think you get resources back, but I could be mistaken. Ben
That, or research the "buy to level 4" tech, and then that's one less capital level you have to worry about. What's annoying for me is training my Radiances to cleanse brilliantly, but I suppose asking to level to 5 or (gasp) 6 for just credits is asking a bit too much. Ben
I can confirm that their firepower, hull, and shields improve, but I don't know by how much per level. Ben EDIT: On second thoughts you can check the Sins spreadsheet at https://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=4 to see the changes at level up. On the first page, it tells us that ships get an increase of 5%-9% to DPS per level up, and all the other changes are right there on the capital ship page.
Fine, Larowyn - what would "carry the game," if Sins' innovations don't? I agree with each of Karryle's points, and I don't agree with your analogies that address his arguments. Name a structure in Starcraft that provides the analog of Sins' culture mechanic. I, certainly, can't find one. "Strike garrisons are just another type of defense turret with a big range, and carriers are carriers," you say, but the "big range" aspect of the experimental structures - let alone their diverging ef
I remember buying that, trying it, not knowing what was going on, and then going back to play Baldur's Gate 2. A pity, I love Star Wars games. Ben
I think it's a good idea, but I'm really worried about massive interface clutter, as well as the encouragement of micromanaging units with interesting disabilities - like the engine overload. Would you want ship AI to be trying to handle the problems it encounters, or would you leave it in the players' hands? For a game with hit points, having a "die at zero" is expected when looking at the bar. I wonder if there is some sort of way to communicate the Super Smash Brothers-style damage s