Run the Twin Giants map and use the orbit rotation preview. You'll note that 5 home clusters orbit counterclockwise, but the sixth home cluster orbits clockwise causing it to eventually pass through all other home clusters. This is clearly unintentional, and throws an unintended chaotic wrench into a map already intended to have a great deal of phase lane chaos. Game version: 28.11 (Steam Experimental Branch)
DeadlyShoe
Danger Zone Twitch.galactic Naval Budget Justification Chamber
Fair points. I don't have anything against specialized planets. @Peregrine23, you are correct that all generic planets can be pretty boring. I just feel like the game forces you into it rather than encourages it. It's drastically suboptimal to do anything but total specialization which is totally at odds with the presentation of the grid and the very existence of the 'inherit galactic governance' setting. 90% of what you want to do you
Addendum: Another aspect of this is the tedious micro involved across the board for specialized planets. Every time you need to terraform or upgrade structures, you have to either manually change the governance sliders (then change them back after) or manually rush build everything and both are annoying. Even for manufacturing planets you need to do this since they are probably pouring their industry into spaceships.
I'm really not a fan of the way you are encouraged to super-specialize planets. If you have 2 'generic' planets, each with +100% research and manufacturing bonus and 10 base income of each (50% split), you get 40 research and 40 manufacturing total. But if you have 2 planets with +200% research on one and +200% manufacturing on the other, with 20 base income in research and manufacturing respectively, you get 60 research and 60 manufacturing t
an easy fix would be reduced effectiveness of any augment ship if you have insufficient resources, ala civ5
I don't think I like the wealth approval bonus, I'm microing my worlds wealth production on the triangle all the time so i can get the approval I want. There's already approval structures that present an Approval vs Income (opportunity cost of other structures) choice so do we need another level of the same choice? ironically the ease-o-use triangle is making this more difficult because its harder to peg where i want to go for a given proportion of pro
It took me a while to figure out that tile bonuses (like "Caverns" and "Planetfall") applied one bonus to their own tile and another bonus to an adjacent tile. I think this is for two reasons: inconsistent icons and not being directly noted in text. First, the bonus itself should probably be labeled "+1 Bonus to Nearby X" rather than "+1 Bonus to X". Second, the four-arrow icon is inconsistent in usage. When you build something like th
Simultaneous turns generally plays far smoother and faster for multiplayer. The principle downside is gaminess involving clicking faster for moving a stack of units and gaining an advantage that way. There's ways around this, though - like only executing unit moves at the end of turns, or stopping the game to allow reaction moves in response to a threatening move by another player.
game pacing?
Fleet Admirals in that vein were actually best explored in Conquest:Frontier Wars. They had their own custom ships and special abilities iirc. They were intended to be semi-autonomous and capable of being tasked with things like 'defend this system' in order to free up the player. They were reasonably competent but AI being AI it was still better for the player to take direct control of micromanagement. What I would do with Fleet Admirals in SINS would be give them the abil
IgnusDei is/was active in the Homeworld community, resemblance to Homeworld's art style is probably not coincidental. Especially bearing in mind Ironclad's roots in Barking Dog Studios.
it's $30 upgrade and $40 standalone. Kinda steep...
[quote]It's also Blatantly Obvious that I WAS NOT speaking for the people WHO DON'T want larger unit count[/quote] Make all the posts you want using your own voice. Saying you are making an 'official request' from the 'player community' is presumptuous to say the least.
Nothing more pissant annoying than someone pretending to speak for me. Please dont.
I don't think the personalities are an issue so much as getting the AI to usefully asses its/its enemies status, and take appropriate strategic actions.
Dominions skates by on like... 3 sprites per unit, though. Hehe. EWOM certainly cant change to an entirely different graphics model at this point.
Why not just have a number of auto filters you can apply to a portrait? That was my takeaway from the OP. Filters are just math, and a small selection would let people who want more painting-like portraits have them.
I was talking to someone about this recently and it was pointed out that its cheaper to get a book of ancient magic than it is to get a sword...or even a stick. xD
[quote]This is not accurate and the reviews of other games tell the truth. When playing an RPG I would be plenty satisfied with Diablo_2 style graphics.[/quote] I'm pretty sure istaris point is that E:WOM needs to do more than draw 24(?) sprites to add a unit. (8 facing, 8 attack, 8 move.) Units need 3d models and appropriate animations; you cant just add (say) a Great Wyrm with the same amount of effort you spend on adding another humanoid unit. 3d has a number of advantag
I dunno about that.. sounds harsh! It does remind me of SOASE's expansion limiter though, where newly colonized worlds had a significant tax penalty against them until you spent resources to develop them.
[quote]Pioneers should NOT cost food. Level 1 CITIES should have a -1 food modifier (except for your capital, which should naturally produce +1 food or whatever). That way, if you lose a pioneer, you aren't out 1 food for the rest of the game :/[/quote] well, of course they should cost food, that way you dont have a stupid situatoin where your pioneer is sitting and not founding a city for lack of food. starting the -1 food when you build the pioneer smooths out the ga
[quote]I would say that a bunch of arbitrary statistics is bad. For instance, if there is magical lightning damage reduced by magical lightning resistance and that's one of several magic types, that's pretty darn specific. You're not likely to see that stat come into play every combat or even every other combat. It's not really meaningful or significant to get lightning resistance outside of very specific situations. It's complexity for the sake of complexity.[/quote] Well, the trick
yeah it would be easy to go overboard with every unit having a ton of statistics but that is a bad idea. Simple yet powerful is a much better idea in the long run. Unified '"Defense" just seems _too_ simple to me is all :^D
[quote]The problem with making every city cost food by default and taking out caravan bonuses is that food becomes -incredibly- valuable and the player is encouraged to rush pioneers to grab food resources in the early game. It means that empires become incredibly small and whoever grabs those first food resources has a massive expansion advantage. It also still does not encourage any sort of city specialization or give any benefit to having large cities; it just makes it a lot harder t