Spy's sappin' mah sentry! Sorry.
Fishbreath
Knew it was one of those!
[quote]It gets in the way of all the cool screenshots that I want to take. Unless I missed something and you can hide it completely? ...anyone?-FM[/quote] Cinematic mode, for one. For interface hiding, it's one of the following options (I'm at work, and don't remember offhand) 1. Has to be bound in-game 2. Ctrl+Alt+Z 3. Ctrl+Shift+Z
Off hand I think it's a fantastically cool concept.
I dunno about Ironclad, but Stardock seems to be in favor of actual content patches. Who knows what the future may bring? :P
Online matchmaking, while important, is really a very small part of the interface for an RTS. I'll grant I haven't played online yet (cough) but it would have to be basically unusable for me to knock the whole game's interface based on it alone.
Raging Amish: [quote]/snip ...nerf Repulse further... /snip[/quote] I say see how it works during the beta and change it further only if necessary. I'm sure you understand how the way Advent competes in the endgame is through fleet cohesion and complementary abilities, and through denying the enemy the same advantages. I daresay Repulse is the most important non-capital-ship ability the Advent has.
I see there hasn't been a response to my question about better selection/subselection behavior. Why is it that there are times when I can have a group of my ships selected and the tab key does not cycle the subselected ship (the one whose health and such show up in the UI, and the one whose abilities will be triggered by the appropriate buttons)? Whenever you have more than one vessel selected, you ought to be able to tab-cycle through them, front to back, for as long as you ca
[quote]frigrates and warships only having one type of weapon make no sense when real ships have dozens of armaments.[/quote] Your average modern warship actually doesn't, really. Consider the Arleigh Burke-class destroyer: a vertical launch system (admittedly with a few different types of missiles, but one weapon system), a 5-inch gun, a CIWS, and torpedo tubes. That's three offensive weapons--the same number that capital ships in Sins carry. For a more extreme example, the Oli
I'd say I'd prefer a system like in the Total War series, but I've played too much of the Total War series to say that. :P
Anyway. A pair of very important interface question: Does selecting a stack of your units in the empire tree [I]subselect[/I] one of them yet? Using Guardians or Subverters or any other group of units whose abilities you don't want to use all at once is painful the way it is now. Or was this fixed some time ago, and has it just been too long since I've played for an extended period to notice? Do orders against enemy stacks queue against the whole stack? C'mon, Ironclad
In the upgrade panes for each planet, you'll need to upgrade the population capacity (top left, innit?) for the numbers to go non-red and thus start making you money.
I'm too lazy to post mine, so search for Legerdemain if you want to see.
I just took a bunch of full-screen shots of it (left, right, front, rear, a handful of quarter shots, and top and bottom), and once I get them switched over to JPEG I'll post them here.
It's only hit or miss if you don't know that the ability is channeled, and if the Marauder you're jumping to moves or is interrupted, then the phase lane ceases to exist. I don't play Vasari much, but I've never had an issue with it.
For the record, I loved the old system, and thought that the game lost something when we got infinite resources--before that there was an expand-at-all-costs mentality. <.<
Before they fix this, they need to fix empire tree stack selection: namely, that it should select the stack and subselect the top member of the stack, so we can tab+ability properly.
You mean, like that ship the Advent have? The Iconus Guardian?
I think it makes sense. The Marauder is, by its nature, an sneaky/offensive weapon--lower damage, fairly fragile, speedy. You don't leave it behind if you're jumping to it. If you're jumping from it, you're not using it as it's made to be used--hence the penalty.
Aye. I'd be disappointed to see any of the factions painted as clear good guys or bad guys.
Communal Labor: more than one builder can build a given structure Divination: decreases cost/time for 'Explore Planet' ONLY.
I'll throw in a pair from my desk. 1. The INSS Lenin 2. The Federation of the Polities
Carbon016: I'm going to respond to your post in reverse order, because what I feel like saying makes more sense that way. Bear with me in that a. I need to be somewhere in twenty minutes, so this may not be the most cogent post ever, and b. I'm not a scientist, so I may not be entirely straight on my facts. And c., too, that since I'm working on a philosophy paper at the moment there's a lot of jargon of that type scattered throughout. :P [quote]The slightly more complex answer
It may be that replicated ships don't automatically join fleets or groups once they've been replicated. By the time you get a Vasari carrier to level 6 it's possible that the replicated ships are just getting lost in the crowd. Also, it's limited by fleet cap too, right?
Sibilantae: [quote]That is a good point, but could I ask: What is Intelligent Design? Is it simply, only and purely the idea that behind the development of everything there is an intelligent being, or guiding force? In that case, why does it need to be AGAINST evolution? In fact, why is it even scientific? Because (if indeed this is what ID is) then all it is a religious idea. Nothing wrong with that at all - but would you teach theology in the science class? Would you demonstrate th