I've noticed a definate slowdown problem on large maps. Here's my dxdiag stuff, tell me if you need something I didn't add: ------------------ System Information ------------------ Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.070227-2254) Language: English (Regional Setting: English) System Manufacturer: System manufacturer System Model: System Product Name BIOS: Phoenix
Nanite10877
When is the channel usually the busiest?
It appears that the thugs who run the Black Market are not only unscrupulous (they don't give you the preferred customer discount they say they do), their stupid, too (or at least have no understanding of basic economics). If you can save up about 40,000 credits (a lot, I know, but it's worth it), or 4000 crystal, or ore I suppose, you can start manipulating the black market. There's a 5 second update delay in the black markets calculations. I had been exploiting this a bit by buying a bunch of
Umm guys I don't think they wanted screenshots, I think they want a savegame file. Could be wrong if so, feel free to lash me with a wet noodle as many times as you want .
The problem with Micro is that it makes multiplayer too hard. The more micro you add, the more the game resembles a clickfest and the less strategy is used. If Sins is going to be considered a "classic" it HAS to have a strong multi player element. I think right now they have found a pretty good balance. Still plenty of room for strategy, but not so complex that it becomes "he who clicks fastest wins." If you look at the people who win multiplayer tournaments in warcraft3 for example, t
I think actually the problems may not be with the pirates spawned by bounties, but by insurgents. The insurgents were able to overcome a hard AI in my last game, 100 planets, 4 stars, one AI. the insurgents pretty much defeated the AI after I had it on the ropes. I think insurgency needs to be toned down a LOT, it shouldn't be capable of completely defeating the AI. I think that's what's causing the massive pirate fleets some are seeing. I could be wrong, but I think insurgents should be labaled
Also: the research subject Localised Marketing decreases the drop in revenue from allegiance. Hmm it's not showing it if it does, and I'm almost positive it doesn't work for ship points. Do you mean that culture offsets the loss due to allegiance, or could this not be in beta 2? If it'supposed to
did you have a planetary shield up? No, from now on with pirates on I'll always planetary shield any actual planets, but you shouldn't have to have shields on every dang rock, that's just silly.
Antimatter is strictly an ability use thing right? If a ship runs out of antimatter, all that happens is it can't use any abilities. So if all I had was cobalts, and I didn't have sabotage anti matter, researching the extra anti matter techs would do me no good at all, right? In other words, anti matter is sort of like Magic Points in a lot of fantasy RTS's. The only reason I'm a bit confused is that ships use anti matter when they phase jump but they don't seem to need it to phase jump. <br
I think the privateer option would be good at the moment given the propensity of the pirates for total war in the game at present. The AI as well as many players need all the help it/they can get to be sure. In general I would support such a system as long as it was throughly tested and balanced. I didn't have a problem with the pirates (until they started sneak bombing my planets anyway), but I know the AI does. Rather than nerf the pirates, the AI nee
As much as I like this idea, it'd be difficult for the pirates since all planets are now defended. The planet would be no more heavily defended because the defense hangar would use up tactical slots that would be used for gauss cannons or hangars. In addition, it'd be difficult to give any incentive for the player to build an planetary defense when they can just build some jump-capable frigates and send them there. </d
Yarlen - it was about 18 pillagers, total ships on the asteroid incident were like 80 plus. I would have had them no prob if they had stood and faught my fleet, but the cowardly dastardly pirates went straight for the asteroid - jerks!
The Black Market preffered account tech doesn't work. It shows the numbers where you buy resources as being lower, but it still charges you the full amount. I found this by messing with a mod where added more levels to all the techs, but I checked it with a pristine data folder and it was still happening. Check for yourselves, get the tech, get the cost of resources high, save up some credits and then hold down shift to buy 500 at a time, buy them when you have just a bit more credits than you
I had a pretty high bounty on me, and I ended up with a HUGE pirate fleet around one planet. At least 60 ships. I had a bunch of my own ships around that planet, plus it was fully fortified with about 8 hangar's. I was holding my own, it was going to be rough but I knew I could take them. This was a Terran class planet, fully upgraded in population/planet health. Suddenly all the pillagers broke from combat and went for the planet. There were about 15 of them. Once I realised what was happening
How about either a cloak or even better a bribe tech for the scout. Scouting is a pain in the rear currently to me, as the pirates pick on them a lot, if your unlucky the pirates can get them before they jump out. I think a bribe system would be cool. Each time a scout enters a system with hostile forces, he bribes them say 100 credits to ignore him. If it's an enemy player, the player wouldn't get the bribe, the money would just vanish. This way you could scout to your hearts content -
The only issue I really have is that players would end up asking "Why cant these ships just fly out the sector?", and only bad games/movies have you asking "Why doesn't the main character just..." Well if they put on the info card that they are for planetary defense only, and if they are chea
I think a better idea would be to have more defensive structures besides gauss platforms and hangars. I'd like to see missile turrets, flak turrets and more to blend a more layered defensive perimeter. I'd also like platforms that are built right next to the planetary shield generators and the planet's inner grav well demarcation line to be covered by those shields. Flak Turrets would be nice, as carriers also own defense platforms, this might
OK a couple of points. First of all, if the Cap ship can only kill fighters 1/10th as fast as a flak frigate, why bother? If one or two bomber squads are attacking the cap ship it would take forever for it take the cap ship out. Also, in that time you should be able to scuttle the bomber squad and replace it with a fighter squad. If your facing massive numbers of bombers, then the little bit of damage the guns you propose would do wouldn't make a hill of beans difference. All cap ships have some
Although it was an overall disaster, Master of Orion 3 did have a few genuinely good ideas, and one of these was the idea of creating ships that were in system only, unable to leave. My reason for suggesting this is that currently the planetary defenses aren't all that great. To fight off pirates they're all right, but a relatively small group of frigates can usually take out even the most defensively bulked planets if it has no actual fleet defending it. Two Garda's can probably more t
One thing you didn't state explicitly that kind of annoys me. The AI does OK at picking weaker targets, and sometimes does pretty good on focusing on one weaker target, however if there's say 5 Kol's left, it tends to fragment it's firepower against all 5 instead of picking one and sticking to it . Overall great list, agree with most if not all of it, nothing that I really disagree with.
The only thing I think any of the Cruiser's need is the command cruisers could use a bit more shields and Hull. The AI seems to go for them first, and they die pretty fast. Aside from that, they all have their uses, I like them all except for the Kodiac, which I guess will be useful vs the other races later, so I'll reserve judgement on that. The Command Cruisers RULE, they add SOOOO much damage to a fleet, and the Robotics Cruisers really help too. Just imagine they're called suppo
Agreed, game speed adjustment would help, but if you increase it to the point where MP is viable, you'd need the reflexes of a monkey on crack . I'd like to have MP not be merely he who clicks fastest wins. It'd be nice if someone with poor micro abilities but good strategy could overcome someone with great micro but poor strategy. In most RTS's I know of, the latter wins every game hands down, mainly beca
The current Game Length needs to be cut by about 75% IMO for MP to be viable. On small galaxies, games should NEVER EVER take anywhere near four hours, but they are. Even the longest games shouldn't be 4 hours really. I'm not saying that this is how it should be, personally I *like* long games, but it just won't work in random multiplayer games like on Ironclad Online. People have to go to bed, etc most don't have 4+ hour blocks to devote to one game, let alone the connection issues, ie people d
One feature that would be really nice would be an adjustatable speed setting. At times I want to be able to do a bunch of stuff at once, and at other's I'm just sitting there waiting for my capships to get to the enemy system. It would be really nice to have a couple of keys that would increase/decrease playspeed. Not sure how that would work in MP, but that's a ways off.
Wow again, thats a big list... In fact its too big . For 1.3 (or 1.2 2 if you have another monster list like that), how about categorising the changes? Put bug fixes first, ui improvements, ai improvements, etc in their own section, it'd make it easier to keep track of whats changed. Or not, either way awesome job again, and that's just a friendly suggestion <img src="http://images.stardock.com/gc2/T_DL/sm