It's not intuitive and doesn't really make sense since the region immediately changes to your colors. Also, as in the above example, the improvement was on a road, meaning my troops would need to walk through the woods around it and waste turns. It should either not behave this way, or be obvious that the nodes are not yours yet. Take a hypothetical example: I have many small armies capturing the opponent's sprawling outposts. It would be incredibly difficul
Aeronor
Here is the screenshot. Note that I have enough gold after casting Alchemy, but the window still won't let me build a Catapult. [IMG]http://i.imgur.com/act6XlR.jpg[/IMG]
Bug: When you attempt to build a unit that takes Gildar (like a Catapult as shown) but do not have enough money, and then use the spell Alchemy to create Gildar, you still cannot build the unti until you close the production window and reopen it. Steps to reproduce: 1. Have less than 100 Gildar and attempt to build a Catapult (or queue Catapults until you have less than 100 G left) 2. Without closing the production window, use Alchemy to make 100 G
Easy to reproduce. Your own troops destroy resources on the same turn you capture an outpost. See the following screenshot: [IMG]http://i.imgur.com/zoZYU70.jpg?1[/IMG] The troops to the left just captured that outpost on the right, and thus all the enemy resource nodes (already fully upgraded) became mine. However, when I moved my troops back to where they are in the screenshot, they walked over the Iron Mine and destroyed it, even though it was mine. This is th
A new word [IMG]http://i.imgur.com/jvJoCkF.jpg?1[/IMG] Awknowledge: to awkwardly acknowledge :)
As a followup, I beat the game and check out the mana graph: [IMG]http://i41.tinypic.com/2wq9wmp.jpg[/IMG] Yes that's right, he had over 169 MILLION mana, that's why he lost so much when I killed his sovereign. So the mana bug may not be related to the city capture failure bug. As a side note, I want them mana hax
When I attacked an enemy city, this was the victory screen: [IMG]http://i40.tinypic.com/2pta4r5.jpg[/IMG] That's 84 million mana lost... for losing his sovereign. Seems excessive! Additionally (and probably somehow relatedly) I did not capture the city, as shown here: [IMG]http://i40.tinypic.com/2sae07s.jpg[/IMG] This is immediately after winning the battle. Note that there is a hero without all of their health missing garrison
I agree. This game has a lot of unique and very creative micro- and macro-management aspects. The usage of abilities is a little lacking as far as the interface goes, though. The ablities seem very random in how they operate when multiple units are selected. If I tell a group of units to dicontinue autocast, like the vasari long range frigate special ability, only one of them actually stops autocasting, when really I want them all to stop. If I tell my support cruisers to cripple an ene
If you want a game that starts out neutrally, and caters to different paths to victory, you'll probably like Galactic Civilizations II, which was also made by Stardock. It is much more rounded of a game, and by that I mean your nation feels more like a nation, with diplomacy, culture, espionage, and trade being much more important. If you aren't at war, there's still lots to do. Sins is not that scale of a game; it's a combat game, and it fills its role quite well. But, if you aren't at
The Vasari Desolator capital ship has an ability to deploy siege platforms. It seems like a somewhat useless ability, but I was trying it out, and noticed that if I targetted a planet with the ability, the turret would be deployed out of range of the planet. I had to manually fly the ship closer to the planet before deploying the turret. It looks like the problem is that the Desolator deploys the turret within firing range of the Desolator, but since the turret is smaller, it is just
Funny thing is, the ships CAN turn without moving in this game. Use a capital ship ability that targets one enemy ship, and your capital ship will turn towards the target. There have been a few times that I retreated by using my capital ship's ability on an enemy ship behind it just to get it to turn instead of making a moon-sized arc, then cancelled the ability and ran.
Theoretically if you have planetary defenses up, you should be able to fight off a full sized fleet with less than a full sized fleet of your own, letting you split fleets. Just make sure you only fight with your half fleet at enemy planets without significant defense. For me, the scenario is usually like you described; I'm off in a battle at an enemy system, and then an enemy fleet warps in to one of my planets. If I can, I finish up at the battle I'm in, either forcing them to retreat
If counters are more effective, one consequence will be that micro is less effective. Once you have your counters target their ships, it's basically slaughter on both sides; there would be less time to react. Also, retreating would be nearly impossible. A lot of things change when you start messing with unit survivability.
Reference this forum post: https://forums.sinsofasolarempire.com/post.aspx?postid=300958&p=3 , this paragraph: [quote]Irconclad Online doesn't include a ranking system. That wasn't by accident. It wasn't an oversight. It was precisely to discourage "playing to win at all costs" style of playing. If other people want to set up their own tournaments, that's fine. But I don't want the typical ICO g