Apologies if this is discussed elsewhere. I'm currently enjoying the current build, but I am still finding the magic system unintuitive. Conversly the tech research system has been working well for sometime, so I suggest copying many of the elements of this into the spell system. This is less of a game play change, and more of a suggestion as to how to use the existing game assests to streamline Elemental for slicker, easier to learn gameplay. In short I propose two changes.</
strawbdragon
Just need an item that can be equipped in the unit design panel like the pioneers pack. That way you can make soldiers with fort making skills (like the romans), but at additional cost. But an awesome idea, so long as it is balanced so there is a penalty for spamming these everywhere.
This is going to make the game hugely more enjoyable and interesting for me, great job! As for the idea that players will reroll maps constantly to get the perfect start, well that is their choice. I used to do that but committing yourself to play the game with whatever start you've got is much more challenging and interesting, and means you will be playing varied games rather than the same one over and over with a similar awesome start position.
I feel that rather than the tiny hard to hit arrow, there should be a separate button to make them leave the city, similar to the "Launch Ship" button in Gal Civ. Either that or a button that boots all the units out (maybe allowing you to select the square you want them to go to) would be a useful addition to the UI.
I agree with what you say about the magic system. It doesn't feel very intuitive at this point. Spells effectively have at least 4 very different resources, named very different things and behaving very differently that determine which spells you have access to at any one time. In particular think that "spell points" should be called "spell research points" or something similiar to make it clear from the outset they are not used in spell casting. It took me some time to realise this, and find
I agree with the OP. I'm finding the huge army problem something I don't really like at the moment. I'm tending to find I only build one huge army, with lots of trash units to protect my squishy casters, and then use the teleport spell if anything threatens my cities. The first problem I see is that leveled up heroes represent a large investment, so I am never going to put them in a vulnerable position in a small army. I will always want them with a big army that always wins, so that
Cool, I can certainly do more than a flat colour. If I can get access to one or two model files (any format is probably ok) then I can start work.
Hey there. I am by no means an experienced skinner, but I am currently dedicating a lot of time to learning the skill. A project like this would be really good for me to get some practice, so I would be happy to have a good go at a few models over the next few weeks see how I get on, and maybe create something useful.
Damn beaten by Annatar :)
To make this change is very simple and should take about 5 mins. First download the 1.03 data files from [link="https://stardock.cachefly.net/SinsReferenceDataForVersion1.03.zip"]here[/link] Next unzip the contents, and copy the folder within it named "GameInfo". Navigate to this location on your PC. C:/Users/[username]/AppData/Local/Ironclad Games/Sins of a Solar Empire/Mods Replacing [yourwindowsusername] with your windows user name. You may also ne
Here's the latest models, the light carrier and the command cruiser (apologies for the poor screenshot). [img]http://www.strawberrydragon.com/gimages/Sins-Modding/carrier_command.jpg[/img] Thanks for all the kind words. [quote]I like how the designs are extremely utilitarian... very mechanical. I would think these ships were created by a race of intelligent machines (haha MASS EFFECT ref to the gell)EDIT: I hope those massive engines make some big thrust, hahaEDIT x2:
Thanks Uzii :) Here's another model I've just completed. Heavy Frigate [img]http://www.strawberrydragon.com/gimages/Sins-Modding/heavy.jpg[/img]
Hi there, I'm currently working on a mod to add an additional faction to the game, called the Meme. In short they are an army of insane clones intent on taking over the galaxy based on the very narrow ideology of their original creator. I have no idea if I'll finish this mod fully, mainly due to the time and skill required to do all the texturing and 2D work, but for now I am enjoying myself. So far I have done a basic tech tree, modified some of the basic ship/structure stats, and
I bought my copy from Totalgaming.net, getting both a digital download and the Collector's Edition box set for $45, + $10 dollar shipping to the UK. The dollar is very weak against the pound at the moment, meaning that this is excellent value for those of us in the UK (a Special Edition of a brand new game shipped for less than £30). The boxed set took a couple of weeks to arrive, but I was able to play straight away with the download via Stardock.