I'm amazed they aren't whippin' up a new engine and bustin' out SOASE 2. Who knows... maybe that's why Rebellion is full price - they need the capital to afford designing a new engine! Worth it! Honestly... I would've paid $20-25 for the mini-expansions. Except Diplomacy, it kinda sucked.
Itharus
[quote who="Zeta1127" reply="3" id="2988682"]More planet types like Water, Rock, Forest, Jungle, and Ecumenopolis are definitely needed, and Gas Giants, one of the most prominent planetary types in both sci-fi and reality, need to be more prevalent and useful.[/quote] Throwin' in my support, too. SOASE needs more planet types... you wouldn't even have to change the tech trees. You could make new types just subsets of existing types. Ie: Rock would be a more habitable s
Wonder Woman My Little Pony... ...I'm not even gonna ask where the hell you found that.
Campaigns would be a wee bit of a waste. If you want the feeling of one though, just write up some fan fiction to go along with your game-play. Then bam!; you have a campaign in your head. You can even treat the next game as an extension of your last one, just in a new sector or something. It's up to you. What I personally would love to see, would be the ability to NAME YOUR FREAKING OPPONENT AND ALLY EMPIRES </stron
So... you want the Supreme Commander thing where experienced units get more life up to a certain cap? I'll be honest, 95% of the suggestions I hear on these forums are basically people looking to add elements of Supreme Commander to SOASE. Not dissin' it, SupCom/FA were great games (same can't be said for numero dos). Just sayin', be honest about what you're asking for :-D -Itharus
Wbino... they'd be kinda useless if they couldn't phase-travel. @Yarlen: Less laugh, more info!!!! :-D Come on, gimme a reason to pre-order w/o even having a release date, I double dawg dare ya! -Itharus
Lately I've been at 2x, although if a really large battle (or more than 2 regular size ones) comes along, 1x. Late in the game w/ more than 5 AI.... 1x... gets too dang laggy for faster than that regardless of circumstances.
OK, OK, I am suitably chastised. Next time I will be more specific (in regards to culture repulsion), and my bad about the Insurgency, I thought it produced culture (guess I need to get off the Vasari and play some more TEC). Ya'all are forum sharks :-D (I mean that in a good way!).
Edited for bad.
I am also getting a several second freeze when Diplomatic Missions are completed by myself, or that I have given out. Secondly: You sure about those super weapons? I've got a 5 hour long game going vs 5 hard AI's and not a single one has built a super weapon yet. I even afk'd for like an hour at one point to give them time to catch up. Eventually I rolled into an enemy star where damned near every planet has a 15k hp star base... but not a single super wea
[quote who="Yarlen" reply="109" id="2970033"]Yes, both planets need to have a phase gate, a starbase with the phase stabilizer upgrade, or the Vasari scout capital with its ability upgrade that creates a phase point.[/quote] Marauders are considered "Scout Capitals" now? Was this an unintentional Rebellion spoiler or am I just just hopelessly out of date?
Am I the only one who thinks that the pacts that are truly worth going after are purely Vasari? Seems like everyone will want to buddy up with the nearest Vasari player/AI. The phase-gate pact alone is... priceless - not to mention an additional targeting bank for caps/star bases. Seeing other races able to have the Vasari's mobility is a personal nightmare of mine. Meanwhile as a Vasari player it feels like I'll "over-paying" for the other races' pacts. Not trying to crit
I don't think anyone has more karma than Annatar_11. Therefore he must be the shining beacon of truth on the forums.
Super Weapons in SOASE are almost pathetically weak as they stand. Star-Bases right now are in fact the true "Super-Weapons" of the game. Granted, they are for defense, or in the Vasari's case - an infeasible offense (let's be honest, you aren't gonna build one in an enemy well and have it make an impact worth mentioning before it's taken out in its infancy unless you already cleared the well or have a fleet so amazing that the Orkulus won't matter). Titans
You can move ships in 3D space in SOASE. Problem is: the Z-Axis programmed for shite, weapon ranges don't work right, and you can do some funky abuse with the whole accelerating more as you approach a planet bit to damned near slingshot your ship past the Z (which I kinda like and wished it worked on all axes, honestly - reminds me of battle mode in Star Control 2!). I'm not certain why weapon ranges still work like crap along the Z-Axis and why certain things are not able to
[quote who="DirtySanchezz" reply="4" id="2956407"]Solution--enable auto-download for custom (Galaxy Forge made) maps and let the "free market" decide which ones are worthwhile.[/quote] ^----- QFT.
[quote who="SwerydAss" reply="1" id="2956460"]Liek the idea. it worked pretty well (IMO) in supreme commander 2 so dont see why i t wouldnt here.[/quote] Don't mention that abortion of a game. There is only SupCom and SupCom: FA. That said, boarding would be kind of cool. Might be too hard to accomplish with this engine, though. Think about how mucked up it can get late-game when you have hundreds and hundreds of ships flying about - adding boarding op
[quote who="GoaFan77" reply="50" id="2966873"] Quoting DesConnor, reply 49Could you clarify the status of trade ships? If they literally have no effect on the game then why have them at all? Destroying them gives resources/credits to the player that destroyed them. Also every trade ship that makes a successful voyage to your allies increase their trade relations modifier by 0.1. There is also a brief decrease in trade income but as you mentioned its really not significant.[/qu
[quote who="Yarlen" reply="10" id="2963617"] Quoting Gwachi, reply 7Looks like the experimental weapon firing notification.. Oh yeah! We got the AI to build super weapons, so that'll be in v1.3 too. [/quote] That is the best freaking news I have ever heard you say. Next stop: getting the AI to use Star Bases more intelligently and actually use their higher level (ultimate) abilities on both star bases and cap ships! Is the AI use of super weapo
Necromancy!
[quote who="Ryat" reply="3" id="2952502"] Anyone know how to disable channeling and let abilities just run? Modding[/quote] Yeah... that. When in doubt - cheat by changing the game. Get all Kobayashe Maru on it (spelling).
We'll see how these pacts are after the next patch! :)
Vulkoras Desolators with the implosion warhead upgrade (or whatever it's called... the passive one). The additional damage is effective against both structures AND starbases. Also, their super-ability tears starbases apart. A couple of Desolators w/ the passive upgrade maxed out and the super-ability researched can rickroll a starbase by themselves. It's ridiculous how quickly Desolators can destroy anything stationary (or slow, in the case of the Orkulus).
Sanchez, you cannot reasonably expect a company to produce a modern video game that can run flawlessly on any system that is more than 2-3 years old. To do that is to spit in the eye of technological advances and all the consumers who actually upgrade. Also, it limits the game. Take the SOASE game engine, for instance. It was produced with a very large customer base in mind. As time has gone on players have consistently wanted new features - features that the engine cannot handle. SOA
I love SOASE's RTS vibe, but I also love the 4X they rub on it. It's one of my hopes that SOASE 2 will be made one day and incorporate more (or rather, more IN DEPTH) 4X elements... a true successor to MOO2, so to speak. Don't get me wrong, GalCiv2 is a dope game (I play it frequently), but it's so tongue-in-cheek and mock-serious, that it's... well... hard to take seriously sometimes. SOASE is just serious enough where if it had the expanded 4X elements, it would take hom