Shadow00000000

Shadow00000000

Joined Last seen Member # 3247356
3 Posts 36 Replies 217 Reputation

[quote who="Arcturus314" reply="7" id="3566560"] I guess it would be possible to use the power generators as a sort of "hub" buildings can be built around, but that's making everything a bit too complicated. [/quote] What if the power generators spawned an engineer upon capture? That would leave the engineers as "soft targets" like ledarsi stated and enable the engineers to basically work in a defined area around a particular power generator. This way the player would

26 Replies 566 Views

[quote who="Kollok" reply="13" id="3566592"] Does it take too long to engage the enemy? [/quote] I don't really mind waiting awhile to engage the "actual" enemy while spending time expanding and building up my army. This is the same way that things were done in Sins and I felt that it gave the player a good opportunity to get a main base of operations set up where the player could retreat to or order units from if all other factories were destroyed.

32 Replies 126,953 Views

I was able to play it continuously for a couple of hours with no problems (a few bugs here and there, but nothing performance related) 1. Does it work on your computer? Yes, no performance issues 2. Does it perform well on your computer? Yes, I was running everything at maximum and the game was not slowed down at all by any of the battles or gameplay 3. Any other feedback? I would like my team's color to be blue and the opponent's red, b

14 Replies 1,181 Views

[quote who="Arcturus314" reply="23" id="3566357"] One small suggestion: When you command a unit / group to move or attack, you get a little blue icon where you clicked. Its really hard to tell whether the unit will be moving or attacking. How about a system more like Homeworld? When you click to move / attack you get a dotted red or green line (to indicate attack or move respectively) leading to the target. This could also show the unit's path

40 Replies 40,186 Views

@ Richy_Young: the blue cross hatch that you're seeing is the blue grid I was trying to talk about above (thanks for the screenshot [e digicons]:)[/e] ) Other bugs that I have found: 1) The unit squares in the building bar would light up inconsistently (sometimes I had enough resources to build a tier 2 unit and the research was done, but the unit's box was still darkened) 2) When trying to move a large amount of units up a narrow ledge I found that the capita

124 Replies 96,913 Views

Adding to the suggestions portion of this post I'd like to add a few that I think would improve the game. As a preface to this I'd like someone to tell me if the feature is already included and I'm just missing it. 1) I'd like the ability to select all units of one type in view at the moment (e.g. select all bomber squadrons visible on the screen) 2) I'd like to have the blue movement pin (that's what I'm calling the order indicator) show up on the

14 Replies 19,752 Views

I agree that most of the units need to be sped up. I have only played the small map so far, but the ground units felt sluggish for any type of maneuver. I would also like an option to have units move with the slowest unit so that the bombers don't kill themselves before the ground units get to the fight.

32 Replies 126,953 Views

Frogboy is specifically talking about the qwert keys used for building units and buildings. I agree with the several others who would like these keys dedicated to make building simpler. As a suggestion the left ctrl button could be used to change the mouse into "camera mode" and then even the left click could be used to pan and the right click could be used for angle.

40 Replies 40,186 Views

I just thought of some other things that the research area needs: time to finish research, a number which corresponds to the order of the item in the research que (a feature I hope will be added), and a percent completion (not as important as the other two). I didn't see your pictures before MindlessMe. I like the layout that you show, but I think that coloring just the object and not the entire square might look nicer. I really like the subdivisions though. <p

8 Replies 23,497 Views

Okay, I tried to paste some screenshots into the text (they showed up as pictures in the reply box) and apparently they were converted to text. Edit: I removed the screenshots and will edit them back in as soon as I figure out how to link to them.

124 Replies 96,913 Views

I had the same problem with descriptions disappearing. I also had a blue (or light blue if over a power station) grid appear at random times throughout the game. The second problem that I had was during the construction of a tier 3 ship the tier 3 factory was destroyed and a "ghost" was left in its place for the rest of the game. Another weird thing happened after I sent a scout to check out the enemy base. since then I was able to see any firefight on the map t

124 Replies 96,913 Views

I'll add my thoughts to this. I really liked the layout and gameplay of Sins (of a Solar Empire) so most of my preferences come from that game. I agree that the building menu is very cluttered. I've always liked how it was done in Sins where you had a button (using the QWERASDF keys for selection as hotkeys) that would bring you to a menu where you could then pick what you wanted to build. I also liked the little research icon that Sins had with each unit or structure that req

8 Replies 23,497 Views

I disagree with the WASD buttons being used for camera movement with this reason: I'd like to be able to, eventually, select buildings from somewhere else in the field where I'm moving the camera checking on my units and be able to build new units or use an engineer to build something while moving from one spot to another. I really like the QWERASDF key usage for building units, structures, etc and would rather they be left alone so I don't accidentally build something while tryin

40 Replies 40,186 Views

I'll give my 2 cents from playing Sins for a long time. I prefer the combination of the mouse wheel zoom out and in over cursor with edge scrolling and clicking mini-map. I always adjust the zoom in/out to be quick so I can get to the spot I need to quickly (this does require the whole playing area to be visible while zoomed out).

2 Replies 15,729 Views