and if i want to a story ill read a book, watch tv, or a movie. i don't go to games for that. im not trying to say you shouldn't have stories in games but i don't think they really a requirment for games. garrett
garrett rastok
[quote]So, multiplayer is simply a mode and nothing more? Just an extra? So, if you take away MP (as is the case) that leaves a storyless game where you simply create random maps against the same AI opponents game in and out? Ah, I see. Sounds to me that you simply have very low expectations. And you're right in one regard, its on me for assuming this game would be like every other. Where a storyline is given, lore and races introduced, and then....nothing. Yes I should have looked into that mor
[quote]I myself rarely play rtsl campaigns, but alot of people out there love them, I was suprised whent hey made the descision not to have one. I think it hurt the game. and the multiplayer routing is a problem. It wasnt an issue for me because I am rather tech-savvy, but alot of players simply are not exactly sure how to do this port forwarding stuff![/quote] that doesn't bother me but my second paragraph was my point. he seems ok with the actual gameplay. lol garrett<br
[quote]There are only two issues in this game holding it back from being that "fantastic" game that comes around once in a long while. Sadly, they are big issues.1. The Multi-player system setup is dreadful. I consistently see 300+ people on, and 3-4 games looking for players. Even assuming there are games in progress, day in and out the chat lobby is filled with people asking why they cannot host or join games. The 3 of us in my clan who have committed to purchasing this game have the same prob
[quote]I'm curious as to how the fans feel about the lasting appeal of this game. In most “RTS’s” there are several viable strategies that actually change the way you play the game. Examples would be a rush to disrupt someone’s economy, or an early economic boon to try to gain the advantage later. In Sins, I haven’t seen too many different strategies. Because of the nature of the game, rushes are out of the question. Even if someone wanted to pull one off, they
[quote]its automatic.[/quote] cool, thanks
[quote]Just two 'simple' requests:1. Implement AI surrendering. It's annoying having to hunt for every single asteroid settlement. It would be a lot more fun if the AI surrendered to you or even better to whomever they have a treaty with at the time.2. Make defensive structures or game mechanics actually be worth something. I am tired of having to deploy a fleet in every system that might be under attack. Placing the defensive structures is also a hit or a miss, as the pirates or the AI can just
once ive researched the advents lingering presence ability for seeker vessels to i have to manually make it work for every gravity well or can i just send my seeker on auto explore and the presence still works? thanks garrett
anyone know for sure?
i have a question. i have a frontline planet that i have no more logistics to put in refineries/trade posts and have a few labs there. i wanna build labs at a back planet and replace the frontline ones with the refineries and trade ports. if i scuttle those labs before building new ones, replacing them, do i lose my already researched tech from those labs or do i keep them but just can't research new tech that requires them? thanks garrett
[quote]o and a question to do with this kinda thing, if i have 2 shipyards, does that mean i make 2 ships at a time, or 1 ships at half the speed? [/quote] i don't think that's the same. you suggest 2 totally seperate facilities are building something, so they would stay seperate. i suggested 2 ships in the same gravity well working on the same structure. totally different. garrett
love this game but i have one question. if you have say 3 or 4 construction frigates for a colony but are only building 1 or 2 structures is it possible to have more than one frigate constructing the same structure at the same time? they would construct it quicker together. is this possible? if so, how? if not, it should be. thanks garrett
[quote]It's a matter of balance if you ask me. Don't forget to use the Black Market so you can keep making progress on military and economy tech research. Take on the pirates (that is don't bribe them to attack the opponent early on) for the easy capital ship experience points during the early game. Choose your first Capital ship wisely. The one all the way on the left works well since it has strong offense. Then research the military techs that boost it. That should get you started. [/quote]<br
[quote]you need the first chevron (logistic part of research window) and at least 50 fleet supply to get the 2nd capital ship. [/quote] i was not aware of the 50 supply but i usually research the general fleet before the command capital anyway, so ive never visually noticed it, but yeah, i forgot that. garrett
[quote]Could some of the more advanced and intelligent players, , tell us what level of fleet logics it takes to get that precious second capital ship? I've been working on that but usually get beaten before I can get it. (And I really need it now!) [/quote] go to research, go to fleet logistics and under the "command points" panel on top
[quote]Ok, I guess I have to do that a lot more. I was researched up to the third chevron only so far. I guess that's not enough, but I thought I should be able to at least build 2 capital ships. One at my main planet, and the second at my colonized asteroid. Both had Capital Ship Factories... [/quote] it's not based on #of factories. garrett
you mean it's based on experience and the ability thing? or is it something that can be researched, like fleet caps and command points or what? thanks garrett
im having a hard time figuring out how exactly or what exactly needs to be researched or, and done to add more squadron capability for cap ships how do you take it from none to like 2 squadrons capable for the battleships for example? thanks garrett
[quote]Once they are happy enough with you, click one of their planets or ships and you can ask them to attack or defend a certain area. [/quote] so you can't do it in the diplomacy menu? click on a planet or ship huh? garrett
anybody? it is possible right? garrett
i know it was brought up a while back but i can't seem to figure out how to ask the AI to do missions and stuff for me how do you do it? thanks garrett
and the point of this game is more toward fleet battles, and not just put up defenses and let them do all the work. garrett
ive been constantly asking about battle chatter for months. the last time i asked, last week, the devs said it's still something they really want but just couldn't get to it before release. garrett
[quote]ye thats bothering me too, linking the fleet capacity to the amount of colonies worked so well in the beta's so why take it out? [/quote] that is interesting, that seems a little more realistic and easier to believe. the more colonies/people, and the bigger your empire the more you should be able to maintain. it makes more sense doing fleet capacity that way. garrett
[quote]Upgrading the logistic or tactical slots on the planet will cause more constructors to spawn. [/quote] ok, so just upgrading slots spawns more? i thought maybe it was a combo of upgrading/research and building at the factory but that sounds familar. thank you