"kind of" is still workable, what part don't you like about it? Im going to flex my writing muscles a bit more. The outline in my head has been growing and I now have a lot more detail to work with. Futher chapters will start to be longer, and I may go back and re-do the prologue if you guys want me to. --- EDIT: Did some spellchecking. I'm pretty sure I flipped tenses a couple time too so I will go over it again tommorow. Chapter 1: Angels Fall First P
Tamren
I would say dive right into Entrenchment. It adds a lot of content to the game and doesn't change the core mechanics.
[quote who="JuleTron" reply="14" id="2130031"]You have some very good ideas, but some may make the game insanely complicated which will put off many new players. Others will simply cause too much lag.[/quote] "insanely" complicated is aguable. The new stuff from Entrenchment required me to re-learn the gameplay but it didn't make the game unrecognizeable. Escalation would in no way jump the shark either. None of this could be implemented overnight. As I said this is the ideal destinat
Chapter 1 will be coming up very soon. I won't be discussing most of the ideas I pointed out just yet because some of them will appear again in the story with far greater detail. However its worth going over #2. -- One big change that Escalation has in mind is a reorganization of the main strategic map. A typical game of Sins will have large clusters of planets and other stellar bodies connected to a central star. The star in turn connects to other stars, enabeling travel betw
I figured out number of pretty good solutions which I posted here: https://forums.sinsofasolarempire.com/345397
Still that does reveal an underlying problem. Novalith shells fired towards targets that then become friendly should self-destruct before impact.
Yeah never skimp on hardware quality, you really do get what you pay for. Buy stuff on sale for cheap, but never buy cheap stuff.
Yeah I would also reccomend TEC for learning. TEC units have very distinct roles which helps when learning how different ship types interact. Advent units are very heavy on micromanagement and Vasari units have exotic abilities that need a lot of work to figure out.
I read through the prologue once more and these are the rest of the points that stand out to me: An Admiral is in command of the starbase. This opens up the possibility of starbases drawing from the pool of capital ship crews. If crews could level up and impart a bit of thier personality to a capital ship, imagine what they could do with a starbase... The enemy phase jump takes some time. Time that the defending side uses to watch the fleet approach and analyse its co
When starting out load up a huge random map with teams and close one slot on the enemy team. You should end up with a game of 5vs4. Your 4 allies will be an even match for the enemy team. This allows you to sit and practice your skills. You can help your team when you feel up to it and if you make a mistake they can cover for you. This is the way I learned and it only took me 3 days or so to get into the swing of things.
There is a button on the right side of the bottom interface tab that turns autoplace on and off. You might have activated it by accident, it stays on until you turn it off, even over new games.
Sure why not? I might be mistaken but I am pretty sure right clicking on those buttons does nothing. So right clicking on said button could bring up a little box that allows you to type in a very specific amount.
I just hooked up a new WRT45GL and its been working flawlessly so far. I was reccomended it because its sort of the "going standard". There are tons of worse routers and a few better ones. But as far as price goes it sits in the sweet spot.
Buff Ion Bolt? The only thing we could do to make it more powerful is to allow it to target starbases.
Looks great! Its fun to watch changes happen for the better. Demigod has improved a ton since I saw it at PAX and I just pre-ordered this morning.
[quote who="JuleTron" reply="10" id="2128802"]Making the scale bigger is pointless. Sins does a VERY good job of conveying scale within reasonable limits. GC2 did a terrible job of this. Planets, stars and ships were all the same size, rofl. [/quote] What reasonable limits are these, kindergarden astronomy? If I were to put a realistic Kol battleship beside a terran planet it would be even less than half the size of the torpedoes used by TEC strike craft, and that is just a wild ass g
That would be simple enough, you just need a separare slider for each ally, one per type of resource. In case anyone was confused idea #5 is not meant to be some form of space-communism. Once problem Sins has in major team games is that allies can't share space. I am currently playing the Aerolian Sector map with a full complement of 5vs5. This packs 5 whole empires into a single star system that was not very big to begin with. Each member of that team of five only get 4-3 planets.</p
That gives me six ideas. - First for long term support how about a button and a slider bar. The button toggles "share income" with a specific player. The slider toggles the % per second from 0-100. This way you can transfer part of your income to another player automatically with no constant imput. Since the resources go to him directly, they would fall under his fleet upkeep penalty and not yours. - Secondly, add a "resource pool" that is shared between allies. If I put 1000
There isn't much I can add that hasn't already been listed. But one thing I would like to see is the ability to coordinate allied fleets better. In singleplayer the most you can do is say "defend here" or "attack here" and watch them act two weeks later. It would be cool if we could do more advanced things. Things such as gathering allies in one place then jumping en mass to a single target. Instead of everything at once allies could send smaller single fleets of ships. The number it
Yeah we do get techs like that. The advent and TEC can see ships move around 2 phase lanes away from friendly planets. Vasari can tech up to the point where they get to watch ships move anywhere in the galaxy. So moving on. Here is where the power goal really starts to shine. When you read through the story imagine the depicted events happening within a game of Sins. When I wrote the story I didn't have any sort of plan or agenda, I just wrote what I thought would work. Analyzing the
I bet you guys hiss at the sun when you come out of your cave. [e digicons]:S[/e] I know I do when I stay inside for too long. We've had the first good Vancouver weather in a really damn long time. Might as well come outside and get some of that vitamin D. [e digicons]:sun:[/e]
I want to be able to take over a planet without cauterizing its inhabitants first.
Thanks guys. I guess I should start by explaining the grand vision. This is not a plan per se, merely an ideal to work towards. And as always it is subject to change. Most 4X strategy games have a separation between strategic and tactical space. In Master of Orion you run your empire from a grand map of stars, fleets of ships are nothing more than little icons among the stars. When those dots converge a battle is joined. Your view changes to a much closer perspective. Sins has none of
I guess the real flaw of the AI is that it is unable to think strategically in regards to fleet actions. It only thinks in terms of "whats the biggest threat" "Do I have vision? If no send a unit" etc. Just today for example the AI was massing up a fleet to siege one of my planets. This one was heavily defended with a fully upgraded starbase. Around the starbase were 2 hangars, 2 repair bays and 13 beam turrets. The AI started by sending single ships in to scout out my planet. At firs
[quote who="Darvin3" reply="3" id="2126766"] to get the most out of the skill you really have to go in and target stuff manually. That's true of almost every ability in the game. The auto-cast AI isn't very good, so you really have to be ready to manage manually. If you aren't ready to do that, the ability is largely worthless.[/quote] That said, if the AI is too stupid for a human to rely on it. It also means the AI is too stupid to be a reliable opponent to a h