It seems to me that the issues related to balance are quite moddable. Why don't people create mods to suit their taste and play those? It is impossible to balance this game for the average fan and the pro at the same time. Javaslinger
Javaslinger
Changes regarding seige strengths can be easily modded to your taste. In most cases mods become far more common for multiplayer than vanilla.... Javaslinger
A couple questions... 1) Will there be any increased modding functionality included in 1.03 or is that slated for another patch? If so, any idea when? 2) Will 1.03 likely 'break' all the present mods? How long or extensive will the 'repairs' likely take? 3) Are any modders involved in the beta patch process? Have they been allowed a preview in order to test their mods with the upcoming patch? Thanks, Javaslinger
I'm wondering if the AI can handle the new features in the mods like new planets, ships, research tree's etc.... Or are these mods only intended for multiplayer? Thanks, Javaslinger
In another game I have, Space Empires 5, one of the main modders, Captain Kwok, appears to have some special relationship with the developer. He know's more than most, gets patches early, is integral in new modding tools being added, etc, etc... Have the develpers of SOASE reached out the modding community in any formal to informal fashion and taken advice, implemented advice, announced plans for modding etc,? Thanks, Javaslinger
Well, you made the game easy by reading a guide on how to stomp the AI... what did you expect? Javaslinger
You'll have a tough time finding many strategy games which can really test an experienced human. Go online and play multiplayer. I think you'll find it VASTLY more challenging and VASTLY more interesting, exciting, and fun. Javaslinger
The UI is fine... the manual is very basic as are the tutorials... The problems comes if you aren't a veteral RTS gamer or such. I had similar problems and still am. You just have to realize the first 2 or 3 games you play are in fact the REAL tutorials. It took me some time to figure out the mechanics of the game and how you did different things... In the meantime I was getting swamped by the AI. Game 2... I tried to figure out to deal with asteroid belts,
When finishing research, are the results implemented automatically? Do weapon upgrades effect ships previously built or only ships built after that? Do you have to create designs incorporatings the improvements? etc,etc Thanks, Javaslinger
So it seems to me that several mods are stepping to the forefront.... They're heavily updated... Make significant improvement/changes... etc, etc... I'm wondering how to differentiate them... are they efforts largely reproducting each other? Do they have distinct character? Which are the more mature of the bunch? It seems some of the mods are incorporating some of the smaller mods... I would include in this discussion: Sins P
Can you create entire new ships? With new graphics? New abilities? New weapons and weapon stats? Can you create new technologies? Research trees? Can you create new races? That encompasses new ships New abilities New research trees New technologies New structures &
I think (I could be wrong) that the goal was to release 1.03 by the end of the month, ie today. Anyone have any idea if that is likely to happend? Thanks, Javaslinger
Hmm, I didn't even realize.. I too see several hundred players yet only a few games open. I figured all the rest were just involved in games.... Javaslinger