Ooh, debate. Preface: I have the whole Christian thing going, and when it comes to Biblical interpretation I'm fairly literalist. That's not the point of the post, though--the point is that though it takes a lot of looking past certain things to think that biological life Does Not Change. It does. The sticking point for me with a naturalistic theory of the world stems from other things. Consider, say, a St. Bernard and a chihuahua (thank you forum spellchecker). It seems plausi
Fishbreath
Turns out there's a compatibility fix for Shadowbane. Guess I'm back to using the new drivers. Anyone else notice the overpoweringness of rangers at the moment?
Meh. Shadowbane: Unstable with Forceware 169.x drivers Age of Conan: Unstable with Forceware 163.x drivers So, yeah. Anyone have suggestions for maybe third-party drivers for which both will work? Given that I play Shadowbane as my MMO at the moment, and I'd rather not have to bork it for the weekend. :P
I'll be in the PvP weekend. Also, I wouldn't mind a trial invite at release to see what the whole game's actually like.
It also happens for rally points, which is more problematic--you can't shift-queue rally points. :P
http://pc.gamespy.com/pc/gas-powered-games-project/864995p1.html Gamespy reports Gas Powered Games and Stardock are working together in the future. Nicely done, Stardock.
[quote](sigh) For one, Sins scout ships usually complete their missions before getting destroyed, and usually scout half the galaxy. Rebellion, they'll fail continuously and waste time returning to their place origin. Hell, by the time you complete one scout mission Rebellion, you'll probably have scouted the whole galaxy in Sins, and the scout ships build quicker and are more easily replaced. Seriously dude, its like your pulling hairs to justify crap gameplay.[/quote] Build m
Rebellion may have had its down points, but it was one of the games that I enjoyed the most over the years. It had strategy on a massive scale, the likes of which I have not since seen. Sins does have it in that reinforcements can arrive mid-battle, though.
I just got my roommate hooked last night. Of course, that means I was awake until 2:00 am, too...
[quote]I hope they continue to patch/update this game often for the next few months to bring it up to speed (and make it nearly perfect)... And then allow the modding community to create exactly what the devs failed to provide in content![/quote] Only the next few months?
...I really like the style the player portraits are done in.
[quote]Just do what Kyro said. you can build ships just by selecting the planet. the only thing that I see could be lacking ( please correct me if I am wrong) I would like an easier way to select superweapons. It wouls be great to be able to pin them or have thier ability shown on the planet action grid. Another awesome feature (if it has not already been added and I am just too dumb to figure it out) would be to have an option to let a group of units with abilities use thier abilities at once w
[quote]Well, if you did put planet flipping in there, it would either have to be very slow, or tech specific (e.g. you research a tech that allows for planetary occupation), it would need to be pretty high tier as if it came in with tier one and the culture centers, I could see it getting pretty well unbalanced in favor of Advent...[/quote] No more so than Returning Armada is unbalancing in favor of the Vasari or the Novalith is unbalancing in favor of the TEC.
Haven't played too many games online, and I sympathize with the problems other people are having, but note that the technical issues aren't universal. At least, things are working fine for me, and worked fine for me out of the box. :P
Steam is not supported.
It looks to me like that if you Dominate an enemy Advent heavy cruiser, its Ruthlessness ability doesn't switch sides--or at least, that's the experience I had. Two of my Destras after a battle where I dominated two of them ended up doing 1.5 damage per second to all of my ships. I have a savegame if anyone wants to see it.
http://www.gamespot.com/pc/strategy/sinsofasolarempire/review.html?om_act=convert&om_clk=gssummary&tag=summary;review 9.0/10.0, editor's choice. :D
*fiddles with it* Huh. So it does. Honestly, by the time I have enough resources to queue multiple caps I've finished all the research anyway. :P
This AI doesn't cheat.
People keep on asking questions like this. There's no one good answer--where you go depends almost entirely on the situation. My strategy, for what it's worth, is usually balanced with a slight weight on the military tree.
Yes, on a late game one with ~150 pirate ships. Did it with Advent and 6 capitals, and a total of maybe 700 fleet points. Lost four or five frigates, and didn't even lose shields on any of the capitals.
7-1 is kind of an oversimplification. Generally it's more like 3-2-2-1, but the net effect is pretty much the same. :P
That's the thing. The races have the appearance of similarity, and can even be played the same way. On the other hand, if you play the Vasari like you play the TEC, someone playing the Vasari like the Vasari are meant to be played, or someone who plays the TEC the way they're meant to be played, will rip you apart. Just because the units are close doesn't mean that the playstyles are close in any way.
But it's dumb. It makes autocasting abilities in close battles useless, unless you set a threshold at 100 antimatter, which then leaves you handicapped in fights where you want to go the whole way. An interface option for that is of marginal use, situational as it is. There are much better solutions, and solutions that don't create new problems. Phase Jump Inhibitor Functions as now. New ability: Block phase jump. Drains x antimatter/sec, interrupts charging jumps in progre
I've always kept the default names. For some reason the TEC list appeals to me.