[Feedback] This is ridiculous, Stardock read this!

There are certain things about Sins, things that would be easy for Stardock to resolve, things the modding community has had to resolve, that should have been resolved long ago.

 

#1: I should not have to download mods that may conflict with eachother and constantly check for new versions after every update in order to turn off Super Weapons. That option should be available from within the game.

 

#2 Entrenchment Mines, VERY BAD JOB HERE GUYS, the only way to disarm the damn things is to fly near them, manually. Fine for small maps around a single star with a handful of planets, but for 4X fans, a micromanagement pain in the arse that serves no purpose other than to make us learn code surgery to manually disable the damn things. Here's a thought, how about Bomb Disarmer Drones, that automatically kamakazi the bloody things? Or how about the option to turn the damn things off from within the game? See #1.

 

The community has complaining about this sort of thing for awhile, Stardock seriously LISTEN TO COMMUNITY FEEDBACK AND SUGGESTIONS!

 

And Another Thing, in the Map Editor, why can't I just copy star systems?

 

Maybe I want to make a galaxy populated with realistic stars. Maybe when I say 4X, I mean 4X, no RTS Rush. Would it be that hard just to "Copy Star System" or "Copy Planet System" in the map editor? Come on!

 

Why isn't there at least a Suggestions Forum for this kind of thing?

34,394 views 15 replies
Reply #1 Top

#1: I should not have to download mods that may conflict with eachother and constantly check for new versions after every update in order to turn off Super Weapons. That option should be available from within the game.
End of quote

Not everyone hates them you know. I toggle would be nice but I don't think its a huge deal.

 

#2 Entrenchment Mines, VERY BAD JOB HERE GUYS, the only way to disarm the damn things is to fly into them. Here's a thought, how about Bomb Disarmer Drones, or how about the option to turn the damn things off FROM WITHIN THE GAME? See #1.
End of quote

Scouts can make them vulnerable to weapons. If destroyed by weapon fire they deal no damage.

The community has complaining about this sort of thing for awhile, Stardock seriously LISTEN TO COMMUNITY FEEDBACK AND SUGGESTIONS!
End of quote

A more constructive tone without caps and bashing usually does a better job at prompting changes.

Reply #2 Top

Quoting GoaFan77, reply 1


Not everyone hates them you know. I toggle would be nice but I don't think its a huge deal.
End of GoaFan77's quote

 

And the glorious thing about making it AN OPTION is that people who like to play grander scale games and don't enjoy being constantly spammed with super weapons fire can turn them off, and that won't effect you in any way!
 

Quoting GoaFan77, reply 1

Scouts can make them vulnerable to weapons. If destroyed by weapon fire they deal no damage.
End of GoaFan77's quote

 

Yes Scouts can be manually positioned around all the mines then you can keep a fleet of ships on hand to shoot them. That's an extremely tedious and impractical solution, but it's in there. You know what isn't in there? Mine sweepers, and the option to turn mines off, which the community has been asking for since day one.

Quoting GoaFan77, reply 1
The community has complaining about this sort of thing for awhile, Stardock seriously LISTEN TO COMMUNITY FEEDBACK AND SUGGESTIONS!

A more constructive tone without caps and bashing usually does a better job at prompting changes.
End of GoaFan77's quote

Because Stardock so listens to constructive feedback, you can tell by the countless threads requesting these things.

Reply #3 Top

regarding the killing of mines, I use several carriers on HOLD position, and 3 or 4 scouts, the scouts will 'eventually' scout out the mines ans when the scout neaars the mine it 'detects' or allows attacks against the mine, the fighters & bombers then fly to the mine and shoot it up destroying the mine, then the scouts scout for the next, rinse & repeat, and this method I found during the BETA for entrenchment when the mines showed up.

harpo

 

Reply #4 Top

I like mines :D

No, really, they are way to powerful. A totally mined planet is a horrable target. Everytime you jump in there you loose `bout 90% percent of your non-carriers. Or you have to manually manouver your ships around ´em.

Discovering mines is not a problem for me, I constantly got ~10 scouts out there just for recon purposes.

The problem imo is their "firepower"...

Reply #5 Top

Quoting harpo99999, reply 3

scouts will 'eventually' scout out the mines
 
End of harpo99999's quote

Wait, how do you make them do that automatically on a 4x grand strategy map with more than 30 stars?

Reply #6 Top

Quoting Valendale, reply 5
Wait, how do you make them do that automatically on a 4x grand strategy map with more than 30 stars?
End of Valendale's quote

Build 10 scouts and right click on the "Explore" ability so set it on auto cast

they´ll fly around the universe and scout every single planet (and get killed on contact with ships other than freighters) :D

Reply #7 Top

Quoting PFC_Sheridan, reply 4

I like mines

No, really, they are way to powerful. A totally mined planet is a horrable target. Everytime you jump in there you loose `bout 90% percent of your non-carriers. Or you have to manually manouver your ships around ´em.

Discovering mines is not a problem for me, I constantly got ~10 scouts out there just for recon purposes.

The problem imo is their "firepower"...
End of PFC_Sheridan's quote

 

Lol.... send a scout ahead and loose nothing.

Reply #8 Top

Quoting ARESIV, reply 7
Lol.... send a scout ahead and loose nothing.
End of ARESIV's quote

... and micromanage him out of the battle if you jumped accidently into a starbase :D

Reply #9 Top

We've looked into these previously, but unfortunately they would take too long to implement.

Reply #10 Top

Good, as mines are fine where they are and don't need any changes.

Reply #11 Top

Quoting PFC_Sheridan, reply 6


Quoting Valendale, reply 5Wait, how do you make them do that automatically on a 4x grand strategy map with more than 30 stars?

Build 10 scouts and right click on the "Explore" ability so set it on auto cast

they´ll fly around the universe and scout every single planet (and get killed on contact with ships other than freighters)
End of PFC_Sheridan's quote

 

But that's how to make them automatically explore, not how to make them automatically seek out mines.

My galaxy now has over 30 stars, with 500 planets and planetary bodies, a lot of which are pirate bases in asteroid belts around neutral stars. That's a lot of tediously manually positioning scout ships near mines.

Reply #12 Top

Quoting Yarlen, reply 9

We've looked into these previously, but unfortunately they would take too long to implement.
End of Yarlen's quote

It would take too long to implement a toggle option? You've got to be ####ing kidding me, that is bull #### Stardock. If modders can make mods to disable super weapons it can't be that hard! And there are already automated builder drones, would it really take a long time to give them a mine defuser function or something?

Reply #13 Top

Quoting Valendale, reply 12
If modders can make mods to disable super weapons it can't be that hard!
End of Valendale's quote

We write them out of the game entirely, not put in a toggle. There's a huge difference here.

Quoting Valendale, reply 12
And there are already automated builder drones, would it really take a long time to give them a mine defuser function or something?
End of Valendale's quote

Scouts already serve this function.

Reply #14 Top

Quoting Valendale, reply 11
My galaxy now has over 30 stars, with 500 planets and planetary bodies
End of Valendale's quote

Not to get off topic. You, my friend must have a serious rig with no slow down to run that many objects at once. What do you have..? A Cray super-comp..?

Reply #15 Top

I support the OP.