[quote quoting="post"]For some reason I think Stardock is just lazy. [/quote] That would be because you are a child with a massive entitlement complex. If you can't discuss issues with a serious and adult attitude, you can go back to playing with your lego sets and let the grownups talk. Stardock has been killing themselves working on all the bullshit issues since lauch, were working for YOUR noncontributing zero-worth ass on EASTER, and you decide to spout this kind of
Astromarine
bummer. What I wanted to do wasn't actually just to have that, but without that the whole thing kinda falls apart. I wanted to work towards some kind of Honor Harrington Universe mod. If you're not familiar with it, it's not worth explaining as a lot of it has to do with the way the ships move through space, and the way gravwells work. This pretty much kills the whole point of trying something like that. And so the way the Sins maps bear no resemblance to what anyone in the universe would cal
Hello. I'm a relative newcomer to Sins, and never had any interest in modding any games before. But since I have a very particular idea in mind that would make this game just about perfect for me (and probably only me) I wanted to figure out if this is possible. As this is the only thing I'm interested in doing, I thought I'd just ask you experienced guys flat out rather than dig into unfamiliar documentation only to then find out it's a waste of time. So. What I'm interested in is in
As the posts above said: If you preorder using Totalgaming.net points , you can download the beta now. As that's how I buy everything from Stardock, that was fine by me
Hello. On a whim, I decided to spend a few TG tokens yesterday on Sins. I knew nothing about the game prior to this, except some very generic stuff from Stardock emails and stuff. Since I didn't manage to stop playing until my wife became angry at 5 in the morning, I decided to post my feedback here the same way I played the game: with no reading of old threads, no knowledge of the history of prior patches, etc. That way the devs can get an accurate picture of what I thought about the experience
well, I just went to bed at 5 in the morning after downloading beta1 from my Totalgaming account, so you can trust the nice Stardock people on this one.
I'd be in favor of morphing the "Epic Generator" into an "AAR Generator". What I'd like to see is: 1) Granularity: let us choose the level of events that get logged 2) AI Reasoning: Whenever the AI makes a major decision (war declarations, switching victory condition it's attempting, refusal of trades, etc etc) put up a line explaining why 3) Player Log button: as mentioned before, on the main screen and in all other windows and screens, let the player write some stuff. 4)
Also, in my first game yesterday, I traded my treaties and a couple techs to the Altarians for: a couple techs, THEIR treaties, and 6 THOUSAND credits. This seems a bit out of whack.
Put one transport in the warship fleet, and one warship in the transport fleet. That way both move at the same time. If you detect a threat that requires a swift response, remove the lone transport from the warship fleet and then attack.
I believe the main point of focussing on small-ship combat and logistics is that if you KNOW you'll use tiny and small ships throughout the game, you can keep using the same ships that win the first few combats, upgrading their tech as necessary. By the time your enemies have large hulls you should probably have quite a few mega-experienced ships around, making up the difference in hitpoints quite nicely.
correct, and even more because low-quality planets have a limit on how much population they can have. Not even the first farm you build on mars will be fully used. However, don't forget to build a factory also, otherwise the research centers will take too long to build. Which is why, since you have to build a factory there anyway, I usually turn Mars into a cheap ship producer, with two factories and a starport.
That would also be a REALLY good way to prevent those "AI is cheating" types. Make the difficulty slider into two separate ones, for economic bonuses and for AI scripts. I'd love to play the Intelligent AI only, but I'm not good enough yet. Giving it a few penalties would be much better than playing a dumb opponent for my learning curve.
Exactly. If you check Frogboy's gameplay examples, he's not constantly upgrading ships during peacetime, or when he's dominating. What's the point? There's much better ways to use your economy. You're supposed to upgrade when you have to, when your intel and experience are telling you that what you have isn't enough anymore. I think that's the way Stardock expects us to play, and the current system is quite suitable for this. All the small upgrades mea
The AI probably knows you've colonized the planets. So can you. If you check your minimap, and turn the areas of influence on, you'll see a bice big blob of color appear around that star when someone colonizes a planet.
Can anyone give me any pointers on how to do this mission? I have to capture a DL planet, but I've no idea how, don't their soldiers completely destroy ours? Thanks
it's random. If you're unsure try pressing ctrl-N a few times to generate a new galaxy and start over. you'll see a lot of variation
can I get a "Hell Yes!"?
and this is surprising to you? the fact that your economy has to support your industry and centers of learning? I mean, *WHY* is it surprising to you?
That was stupendously good, especially the end. Congratulations! But.. what's it doing in a bug thread?
check the journals sections. Brad posted a temporary list of contents there
About Logistics: what he means is that you can build however many MINING starbases you want, and you'll never be charged for it because of your logistics value. In the second campaign mission, I had about 10 mining starbases, and 1 economy starbase. I didn't have to pay anything to build them. In the first mission, though, I had to start paying when building (I believe) my fifth "non-mining" starbase.
Yeah, I'm playing the campaign as well. It's visible that they made the early missions as some kind of "introduction" to the strategic concepts of the game. Mission 2, for example, will point out to you just how important starbases and resources are Mission 3 is where you get Shield technology.
There's no need to use transport dumps in GCII. What you need to know is that the farms that you build in tiles actually tell the game what you wannt the pop limit in that world to be. So if you have three farms with a couple research upgrades, they'll each add from 5 to 10 billion people to the upper limit of planet population. This causes the planet to become overpopulated, and morale to drop immensely. What works is: decomission most of
This morning I loaded the game up to continue the map I played in yesterday (my first game). When I did, I discovered two anomalies floating in space that I could survey. This is odd, as yesterday I cleared the whole map of anomalies before saving. I'm playing the first level of the Campaign, BTW. Is this normal?
Yep, I was planning on making a thread about just that. I wish that the core designs were just treated the same as custom. In my mind, "upgrading" a ship design shouldn't overwrite the old one, just make a new one with "Mk II" on the title or something. Then, since the previous designs aren't deleted, you would be able to do it to core designs at will. Maybe in a future patch (please?)