Wintercross

Wintercross

Joined Member # 3867128
2 Posts 164 Replies 19,701 Reputation

[quote who="Volt_Cruelerz" reply="59" id="3483998"] I still think they should have tiers, but I agree that more should equal faster. I disagree about food, but perhaps if you don't have the resources to pay for your fleet, passive hull regeneration gets disabled. Starbases, titans, and capitals would get prioritized naturally so that even if you can't pay to regen your frigates, you can regen your big things. EDIT: now that I think about it... letting

203 Replies 695,970 Views

I like the idea of fleet supply being determined by the amount of ships. Giving each ship a different upkeep value would be good. Also means if you're fleet gets wiped out, you no longer have the upkeep and can attempt to rebuild a bit better. I also support the idea of expanding planet development/interaction and adding more 4X features overall. In fact, I would actually like food to be added as a resource. So then you need agricultural worlds to suppl

203 Replies 695,970 Views

Also they said weapon projectiles are actual objects rather than just visual. Which hopefully means accuracy, projectile speed and turret speed will affect the ability to hit a moving target.

203 Replies 695,970 Views

[quote who="GoaFan77" reply="2328" id="3483670"] Quoting Wintercross, reply 2327 was browsing through the string files and saw this: StringInfo ID "IDS_RESEARCHFLOATMODIFIER_TITANCONSTRUCTIONCAP" Value "Titan construction cap:" <b

2,761 Replies 7,658,483 Views

Oh, also proper fleet formations and spacing options!!! Loose fleet cohesion should make ships spread out, not just wait longer to reform. While tight cohesion should make them all group up close. Some formations would be nice too. Things like Wall, Delta, battle line etc. An Escort formation would be good too. Light ships on the edges, stronger ships surrounding the weaker support/utility ships.

203 Replies 695,970 Views

was browsing through the string files and saw this: StringInfo ID "IDS_RESEARCHFLOATMODIFIER_TITANCONSTRUCTIONCAP" Value "Titan construction cap:" I wonder if that float modifier is still in the code?

2,761 Replies 7,658,483 Views

[quote who="Volt_Cruelerz" reply="28" id="3483623"] If it does turn based strategic, real time tactical, I will never buy it. [/quote] I am conflicted. I would love a turn bases strategic and real time tactical... but I don't think I want Sins 2 to be that... Maybe for a spinoff? Things I really want (which should be possible with nitrous) is object based weapons (so that you can have accuracy % and fast ships can dodge slow

203 Replies 695,970 Views

I don't see why Bombers don't use verylight armor same as fighters. Would probably work out better imo but more armor types would be great. Also, I wish cruisers and frigates were actually separate entity classes and not all considered frigates in the code.

88 Replies 93,176 Views

Um... he used flak against what sounds to me like a bomber heavy fleet. Makes sense the flak should win. Also, "Jumping in with his ankylon and dunov and hoshikos" So it's not Flak on it's own dude. It's the combination of a supporting fleet with ships that are supposed to do bonus damage against the bombers (which was probably the Advents main dps) that sounds like it got the win. Also, 12 factories and 2 starbases with factory upgrades on one planet? Sounds

80 Replies 459,741 Views

[quote who="Sinkillr" reply="55" id="3482737"] No, stuff like certain technologies, ankylon, and the effectiveness of flak sre worse than ever. [/quote] Still playing that tune hey?

80 Replies 459,741 Views

[quote who="Sidewinder_Fang" reply="47" id="3482081"] Well, rebellion can congratulate themselves, they just lost a potential customer, I was rather interested in the sniper elite series, but now I think I might sprinkle a few comments around reminding people the games being sold by a patent troll, and you really shouldn't feed the trolls. [/quote] Indeed. Subsequently... your name reminded me just how bad Liberty Ale is....

57 Replies 523,152 Views

[quote who="Delnar_Ersike" reply="8" id="3479943"] Quoting Volt_Cruelerz, reply 4In all honesty, the only things that could get me really excited at this point woudl be an open source Iron Enigine (how long do you think it'll be before someone threads the crap out of the thing?) or Sins II. I'd personally be happy if only a part of the source were released, the same way CvGameCoreDll source is released for Civilization games. For example, the framework for entit

28 Replies 31,865 Views

[quote who="Volt_Cruelerz" reply="4" id="3479919"] In all honesty, the only things that could get me really excited at this point woudl be an open source Iron Enigine (how long do you think it'll be before someone threads the crap out of the thing?) or Sins II.[/quote] Open source Iron Engine would be pretty amazing....

28 Replies 31,865 Views

[quote who="Cauldyth" reply="10" id="3477978"] Quoting Crocell44, reply 8 Quoting Wintercross, reply 6 Hopefully one day I'll get my wish of an updated Xcom game that holds more true to the originals gameplay style and options. Have you tried Xenonauts ? It came out of early access very recently (last month or so). It is highly praised by players who felt Firaxis game was not true enough to the original. I have yet to try it myself

18 Replies 68,976 Views

[quote who="Slashimus" reply="5" id="3477845"] Quoting Wintercross, reply 2 Man... I tried to like Xcom: EU but I really just couldn't get into it. It seems too 'dumbed down' for me, and some of the ideas presented don't make sense.... using satellites to monitor alien activity for example.. the Aliens have air superiority, they have the high ground so it seems silly to rely on something so unprotected which they could easily destroy. Also, being l

18 Replies 68,976 Views

Man... I tried to like Xcom: EU but I really just couldn't get into it. It seems too 'dumbed down' for me, and some of the ideas presented don't make sense.... using satellites to monitor alien activity for example.. the Aliens have air superiority, they have the high ground so it seems silly to rely on something so unprotected which they could easily destroy. Also, being limited to one base and one team/skyranger is irritating. I played it for a bit, but

18 Replies 68,976 Views

There was a mod that changed ship behavior to do 'firing runs' though I'm not sure if it is up to date. It was called 'dynamic combat' or something. They have a sort-of formation, basically just line up in a wall/block formation (different ships in different rows) but it is less than ideal. I've wanted proper formations (like sphere, delta, X etc.) since this game was released but alas it is not likely to happen. Maybe in sins 2. &nb

13 Replies 19,881 Views

Yeah, micro improves your chances as always. It's handy being able to make 'escorts' though. I tend to do if for Colony ships. Make a group of combat ships guard the colony ship and they do an all right job of protecting it. They seem to prioritize enemies that attack the colony ship (though it might just be me thinking that is the case =P ) This is mostly in my SotSS mod though; due to the standard 'frigates' being fast autonomous fighter craft they ma

13 Replies 19,881 Views

[quote who="Ryat" reply="1" id="3477355"] 1. Its the way they operate but there is a way to mod the game so that they move around though some rebalancing is required (there was a mod that did this but its out of date). 2. Not really 3. No worries. I have a personal mod that has all the music replaced myself. 4. Yes, yes there is. You can modify the Sound File in the game files area though recommend building it into a mod form and dropping it in the mod f

13 Replies 19,881 Views