[quote]For example, while expanding I was expecting that you would have to dilute the population of your home world while trying to take over nearby planets. In sins, you create a colony ship and all you need is antimatter to take a planet. The population of your home world is unaffected. Dilution of your population is a natural (and realistic) way to deter a player from expanding his empire too quickly. Sins has put in a somewhat artificial mechanic to do this with new planets actual
Mtn_Man
[quote]I think a great solution to this would be to steal a gameplay mechanic from Company Of Heroes. Allow a tech research that gives your fleets the option of retreating through hyperspace.[/quote] Company of Heroes allowed retreating through hyperspace?
I read in one of the dev updates that they're looking at having the AI surrender when it's in a no-win situation, so for everybody saying, "You just gotta learn to counter it!" know that the developers agree with the OP that it is a problem and that it doesn't make for a fun game.
[quote]it means is that the HYPE and the inaccurate screenshots have helped. There's too much blind faith in some of these forums it's almost like people have been brainwashed into liking games? Is it because you've been following it for so long that you MUST like it to justify the time you've been waiting for it?[/quote] Well, in my case, I really didn't know much about the game until literally a few days ago. I knew it was being developed, but beyond that, I was ignorant. So how are you
Yep... it was a game against the AI, and I can assure you, they do use culture.
[quote]I think that statement is essentially correct. The 4x genre, by it's very nature, does not really support storytelling. Stories are linear. It's impossible to script events in a game that is non-linear, short of arranging all the star systems in a straight line.[/quote] How I imagine it would work is that essentially objectives would be introduced into the skirmish game. So, for instance, your objective in one map might be to destroy an enemy's shipyards, or find an artifact at a
[quote]There's nothing comparable to Pirates in any RTS I've ever played. The entire idea is so foreign to me, it never even occured to me that something like this would be in a RTS or a serious strategy game of any kind.[/quote] Civilization IV has barbarians, but the player doesn't have any influence over them like the pirates in Sins.
This is the first Stardock game I've ever purchased, and they've instantly earned a place on my "favorite developers/publishers" list alongside other greats like Valve, Firaxis, Blizzard, and Irrational.
Good comments. I agree with you concerning the limited cultural system and simplistic diplomacy. Those are things that could definitely be improved.
I just spent the past 2-hours getting my ass kicked by the AI, and I enjoyed every second of it. This is probably the first RTS I've played where losing isn't frustrating because you don't feel like you got bum rushed by cheating AI.
Wow... guess I was lucky to find a single copy at GameStop on release day. I had no idea this game was going to be such a big seller.
My system specs: Athlon XP 2600+ nVidia Geforce 7800GS 1.5GB RAM The screenshots should speak for themselves (frame counter in the upper left): [link="http://www.picupload.net/uploads/b98b7c594e500b943c6eab1f1fed6fc0.jpg"]Screenshot 1[/link] [link="http://www.picupload.net/uploads/242ce90eb57719b3735c01cb08a22c64.jpg"]Screenshot 2[/link] [link="http://www.picupload.net/uploads/5e81437919c72273512a8589140dd80b.jpg"]Screenshot 3[/link] [link="http://w
[quote]civ is the campaign, that game doesnt need a format storyline campaign because the game itself is the campaign, the whole premis of the game is basically to take over the world, and thats all it needs to be[/quote] O.K. So why doesn't that argument work for Sins? "Sins doesn't need a storyline campaign because the game itself [I]is[/I] the campaign. The whole premise is basically to take over the solar system, and that's all it needs to be."
[quote]IMHO they should be ashamed charging 40-50$ for an unfinished game that is lacking the biggest part of it.[/quote] So do you also consider Civilization IV unfinished because it doesn't feature a single player campaign? Besides, Sins is $10 cheaper than the average retail price for a game, so I really don't see any reason to complain. If you really want a single player campaign then wait for the first expansion as they've said one is coming.
[quote]Heh, why would you want Steam eating up resources for a non-steam game?[/quote] Steam really isn't that resource intensive.
[quote]How does giving some people the option to play a fast or slow game force other people to play the same way?[/quote] Imagine someone's sitting in the game browser looking for a pick-up game set at "normal" speed. All they see are a list of games set to "adrenaline junkie" speed because. To put it another way, it has been my impression based on observation that the majority of gamers will always opt for the fastest speed possible in their games with the idea that fast g
There's this thing called a "manual"...
The past couple nights I've been a little sleepy playing the game, but that's only because it kept my up far past my bed time.
[quote]No one is suggesting changing the NORMAL speed of the game. Just adding some ADDITIONAL speed Options for people that want to play a little faster. How does this hurt the people that think the speeds are fine?[/quote] I suppose it's all down to the "every slider to the right" phenomenon. You know, give a user a set options in the form of sliders and his first inclination is to move every single one to the right. By giving people the option to make the game really f
[quote]Unfortunatley "Real Time Strategy" is the plastered tagline for the game....even on this website. Dubbing it a RTS was the only move you had to make, but my point was not that the people aren't getting around the fact that this isn't a RTS, as state, its that if they feel they got a raw deal, their feelings are valid.[/quote] No, they're not. Flip open the front cover of the box and you have a detailed explanation of exactly what kind of game it is. There are dozens of preview artic
Learning the ins and outs of the game has actually been fun for me because I don't feel like I have to rush to keep up with everything.
[quote]I suspect some of the pushback, ccarlton, against the idea of increasing the available speed settings is a matter of proprietary pride. Having such an option might indeed turn the game into a clickfest, where the person who can rapidly build up a rush of frigates will overwhelm their opponents. And the idea of that is jarring against the slower sweep of the game as it is. To use an example from a board game, I know a few chess players who *abhor* Blitz Chess, where the
I'm in the middle of my second game and completely forgot about that whole culture thing. Now my capital planet is down to 60% allegiance and dropping fast. (:( I think it's time to start my third game.
Being able to issue orders and build cues while the game is paused is great. Not getting any kind of immediate feed-back is not. I'd love to see move orders visually displayed along with an audible response from the unit. When I cue up a research facility, dependent research items should be immediately unlocked instead of forcing me to unpause the game for a few seconds to get it to "take". I've also noticed that the empire tree does not update properly if you scroll it while the game is pau