rowanlad

rowanlad

Joined Member # 4179943
6 Posts 100 Replies 14,586 Reputation

Dude, I can ASSURE you it does not work like clockwork. The computer is not programmed to kill you with indestructible ships that come from nowhere at a particular time. Post a replay so we can see the proof of these un-killable ships that presumably double in number during phase jumps.

69 Replies 99,551 Views

"Stardock and Ironclad have been looking at what's next for Sins of a Solar Empire. One of the big things on our list is to implement a new memory model for the game. The reason this matters is that right now, it's hard to add more ships or structures into the game because of the infamous 2GB memory limit on 32-bit systems. So in the coming couple of months, we're going to be working on a new update to Sins of a Solar Empire: Trinity that implements this. After that,

2 Replies 11,221 Views

Well, your last comment was a little off topic... whats wrong with equal/easy/common? There is no doubt democracy is the best system available and that communism has major, major flaws. But those flaws are human flaws and there is nothing wrong with equal.

138 Replies 412,436 Views

I believe it is modeled off a giant rail gun. http://en.wikipedia.org/wiki/Railgun The effects would depend on whatever it fires. You could perhaps load the useless 1/3 of a planets population (such executive middle-men or telephone sanitizers) in the warhead and fire it off to help a world's economy. However, I would beware particularly dirty telephones after doing so.

5 Replies 8,818 Views

Actually I was saying that Sins does better than EA's Command and Conquer. Both are complex concepts but as you say, it would be unfair to compare the mighty EA to this indy title. However, Sins AI provides a challenge, C&C does not.

15 Replies 8,024 Views

I agree in part to this... but I love the way you can feel safe about large sections of your empire in Sins. I really don't like the idea of orbiting planets safe one minute and then in danger the next. There was an old game called Solar Wars where there were 9-20 orbiting planets in one system. The inner worlds orbited very fast and the rim planets were very slow. If you colonised a central world it always had a solid chance of being invaded every orbit. This made for a pretty lam

138 Replies 412,436 Views

Yea only the stock AI but I'd heard and seen the customs fight. I was more talking about the level of polish it had.... it truly felt like every game was different... the huge maps, the number of diff strategies for handling diff civs.... all of it was very well designed. Yea I own AOE3 too and I agree. They took away a lot of what made the original great. Less fun siege craft, smaller maps with fewer civs and less victory conditions sorta made it feel too repetitive. The card syst

15 Replies 8,024 Views

Actually yes, I was going to voice the exact same point Cykur. In the Diplomacy section, Des and I just recently spoke on Age of Empires 2. In that game there WAS civilizations that seemed geared to tackling another civilizations (e.g. a heavy cavalry civ was always going to find it easier chasing down the lightly armored archers of Britain than facing the camels of Persia) but the reason why it worked (beautifully) was because there was sooo many civi

51 Replies 28,545 Views

Haha! I was wondering which game you were going to suggest... Age of Empires 2 and the Conquerors was a birthday present for me when I was about 10. I played it for 10 years without it almost ever getting old. I think it was one of the best designed rts games of all time. I still have it on my new laptop in case I feel like another fix. The balancing was ingenious and yea the AI was very clever. In high school we used to issue challenges like "Go 1V1 against Goths as Brit

15 Replies 8,024 Views

Sins AI has got a pretty bad rep... but I think AI in general should be the real target. And I don't really mean a target of criticism. Its just very very difficult to create a free thinking Intelligence and can not only react on the battlefield but also show its own initiative and make use of all the weapons in its arsenal. Sins is a complex game, only made easy to us by the fabulous UI. Don't get me wrong... there are some amazing AI's out there. But few are RTS d

15 Replies 8,024 Views

Perhaps but I can see you are bomber light. He has a LOT of Destras and Caps and very little flak. If I were you i'd add another 20 or so bomber squads. SB's Caps and HCs are all weak to bombers and your enemy has lots of the latter.

36 Replies 93,157 Views

I would pay for a expansion without even thinking if: 1) It included a big balance fix that included very clever people like Darvin in the Beta stages (fix culture, pirates, equality between the races and cap ships). 2) TSOP included with bug fixes. 3) Some new mechanics to add some spice (Maybe something like the planetary invasions people have been talking about recently or a different trade system or something like that). I agree wit

138 Replies 412,436 Views

Yea I suggest leave the pirates off and try a large single star map as that is the most simple way to play. Keep playing TEC (or any one faction) until you feel comfortable with their ships and structures, all those names can be confusing at the start. Like they others said above, expand quickly (you don't have to be lightspeed but simply concentrate on expanding as a priority). Use trade ports to boost your eco and build a fleet of Long Range Missile frigates (you will hear that n

13 Replies 7,646 Views

Ahh.,... ouch. I don't agree. What you are explaining is pretty much a perfect game. That doesn't happen very often. You have to remember these guys were making an indy title, they had some awesome ideas and they took a risk. Its pretty difficult to achieve perfection in those conditions. As a science-fiction writer, I know the first book in a series or your first novel for any writer is always going to be the hardest as you are still working out your style

17 Replies 40,253 Views