I agree that siege frigate spam is a little insane right now. Personally the main problem I have with those ships is their HP is so high that even maxed out defenses can't kill off more than 5 or 6 before the planet is lost. Had a nice desert planet in my last game right off the star, had maxed out emergency infrastructure, maxed tactical points and filled every last tactical spot with hanger bays and gauss cannons. I had my main fleet 2 jumps away destroying a pirate outpost and was w
Binksy
You definitely want to build a couple of scouts, a colony ship and a capital ship facility, along with the mines pretty quickly. Beyond that it's really up to you, you can build more frigates to fight with or go boom (like I do) and focus on economy/defense/quick colonization.
[quote]If it says CD, you should be getting a collector's edition box with all the goodies. I'm pretty sure you can email sales@stardock.com and have it confirmed, though.[/quote] Pre-ordering with CD = Collectors? If that's true then you just made my day, I bought the game the day I heard about it with the CD (because I like to have something physical), and then heard about the Collector's edition a few days ago. I was quite depressed that I might have missed out on something.
Having played a little Homeworld 2 (not alot mind you) and a good amount of SoSE (that's one hard to remember acronym) the two are pretty similar in their battles. What they differ completely in is scope, Homeworld takes place on a fairly small battlefield, SoSE takes place in a huge area with a large number of worlds to capture, things to research, and diplomatic opportunities.
Nope, it's unlocked from the start. It's typically under the scout frigate in the build menu, and pretty cheap. Personally I think they should have left in the old starting ships from beta. Used to be you started with a scout frigates, a pair (or 1, can't recall) of offense frigates and a colony frigate.
[quote]I have yet to see a game not be run properly simply because one is using a duel core or quad core as apposed to the old singles.[/quote] Supreme Commander didn't take advantage of the second core in beta...and required 2gigs of CPU power. My Dual 1.4 gig wouldn't run it because of that. Sins must use both cores, they both read as getting more use while it's running than when it's not (one typically goes to about 75-100 while the other moves up to about 50, with nothing running bo
Can be countered by a long list of games that didn't have betas until a while after release. Calm down people, not having a demo for a month really isn't that big of a deal. There are a ton of games that don't have demos at all, and the majority of those with demos didn't release them until a while after the game came out. Sure it'd be nice to have a demo up and running on release day, but it's not something that should be expected of the developers.
That's strange. Apparently it is based on your computer's time, and set to expire at midnight on the fourth...which happens to be the start of the 5th. Programming error perhaps :P. Someone forget that 12:00 pm on the 4th is not the same as 12:00 pm on the 3rd :P.
Ahh...the difference between Mega and regular was lost on me it seems. Thanks for the explanation, I guess I'm used to the Pirate uprising event, not Mega Event...
Weird. I've had Pirate Mega-Events in other games before while playing Dread Lords, but never with that much firepower. Oh well, maybe it's just due to playing such a weak military game...thanks for the responses.
Unfortunately I don't have a savegame of this but I was recently playing a game, Small galaxy, me and the two other races. We were all plodding along, the AIs were at war and I was very near having 75% influence (I actually got it at one point, but before the victory condition timer thingy could start one of my stations was destroyed). I left Events on because I usually enjoy them, one of my favorite is (coincidentally) pirate attacks, because I keep my military at a level where I can't sustain
Honestly that basic rule seems a little stupid. If there are 4 players, and 6 systems, why should only 2 of those start out populated? From a gameplay perspective it seems obvious that anyone playing with few players and lots of systems wants to have plenty of room to expand before encountering enemies, otherwise they'd have more players or less systems. From a story perspective it seems incredibly convenient that only 2 of the 6 nearby systems were populated, and each with 2 species... <br/