[quote who="Norska" reply="14" id="3901904"] Thanks Blair. I appreciate that you read my post at all. You guys are probably the most receptive, polite and responsive devs I have ever had the pleasure of interactings with. [/quote] Same!
captainkoloth
[quote who="Norska" reply="7" id="3901523"] You mean you had hoped that fleet battles were not simply blobs but consisted of deliberate sub-formations or squadrons carrying out their orders. Left wing advances to flank, rear reserve squadron is ordered to intervene only at a particular time and centre splits and goes up and over or under. A small squadron is also detached to go for the pl
[quote who="Norska" reply="1" id="3901301"] So yeah. Like you, I'd love to see emergent gameplay that made the sins2 more complex for both the combat and 4x core elements of sins2. Gameplay that allow the player to explore different strategies and tactics rather than following strict simple rock paper scissors. [/quote] Yes, you get it exactly and are also way ahea
Hello everyone: I've been playing this since the initial tech preview last year. Overall it's definitely going in a great direction, but I can't help but think that the game is completely missing out on an enormous opportunity- the additional tactical depth and emergent gameplay that would come from greater use of tactical maneuvering. Specifically, I'm referring to the feature that Sins II has in which individual turrets, missiles, etc. are tracked. This is a great idea in th
I could not agree more. Very cogently put.
[quote who="Heretic9591" reply="16" id="3887930"] I would also love if when I'm zoomed into a gravity well fighting a big battle, if I could just press a single key to select all my capitals, or light frigates, or carriers, etc. Maybe they could be pre-grouped. Light frigates, flak frigates, corvettes are all part of a light/short range class. Carriers and Missile/Repair cruisers are part of a long range class. Heavy cruisers are on their own, and capitals are on their
[quote who="Blair Fraser" reply="11" id="3877608"] The most important thing at this stage is to provide specific feedback on why the new features don't work for you, that way we can better evaluate and adjust accordingly. [/quote] As I said above, 1) No obvious way to easily add or subtract units from a ctrl+number group, or to select units of a certain type. The latter is especially fru
Hello everyone: I've been able to put a good number of hours into the game over the holiday - not as much as I'd like to really think through the game mechanics deeply (that would be hundreds of hours), but at least a couple dozen- enough that I feel like I can give some high-level feedback. First of all, the TLDR: I love this game. I am having a blast with it. The wife had to tear me away
Hopefully this is just one of those technical preview things that the team is planning to include (or maybe there's some new way to do this that I missed), in which case, please disregard the following. I did see in the player guide that multiple unit selection is not supported yet, so hopefully the below complaint is just part of that and can be totally ignored. If not: I have played thousands and thousands of hours of Sins 1, I love it and still play it regularly to this day. I have
[quote who="bioemerl" reply="14" id="3862962"] Epic games is an exclusive monster that can and will suck down the entire computer game playing space and annihilate every possibility for there to be real openness and competition in this space anymore. [/quote] Uh...sure. This seems dispassionate and well reasoned. I'll go enjoy Sins 2 while you guys spin conspiracy theories about a storefront.
I've never had any understanding at all of this irrational hatred people have for the Epic store. It's a platform selling Windows games exactly like Steam. Steam also is a form of DRM. Countless games are exclusive on Steam and nowhere else, as they are for Xbox, Playstation, and Nintendo. It's OK to hate just one of those distribution systems and no others, I guess, but then don't expect to see the games you want developed actually get funded and made. I find this attitude incomprehensible.&
[quote who="KidInTheHall28" reply="11" id="3862956"] Quoting captainkoloth, reply 10 I've never had any understanding at all of this irrational hatred people have for the Epic store. It's a platform selling Windows games exactly like Steam. Steam also is a form of DRM. Countless games are exclusive on Steam and nowhere els
I've never had any understanding at all of this irrational hatred people have for the Epic store. It's a platform selling Windows games exactly like Steam. Steam also is a form of DRM. Countless games are exclusive on Steam and nowhere else, as they are for Xbox, Playstation, and Nintendo. It's OK to hate just one of those distribution systems and no others, I guess, but then don't expect to see the games you want developed actually get funded and made. I find this attitude incomprehensible.&
I still maintain there should be a middle ground between "steamrolls everyone" and "totally useless"- at the end of the day it's all just numbers.
[quote who="TobiWahn_Kenobi" reply="5428" id="3859483"] Thanks, we know. The AI from sins is pretty stupid and has to be worked around a lot. And we are not that good at it [e digicons]:grin:[/e] [/quote] As a non modder I'll use non-specific technical language- why not just use "the same AI" as the other races and nerf the Vorlon/Shadow ships if they're too powerful? As it stands now there's no point in including them in a game at all.
Duplicate post
Hey everyone, just a note, I've played a number of games with 0.52 now and the Shadows and Vorlons don't do ANYTHING. They'll sit there the entire game not building a single ship, not colonizing a single planet, etc. This will happen regardless of AI difficulty or settings. I've also gone back a few versions and verified it happens back to at least 0.43. I know they have to be nerfed a little to not just steamroll everyone, but at present they may as well not be in the game at all. They are n
I want to create a certain scenario in which two powerful factions turn on each other at a specific moment; the only way I can think of to do this is to start them on the same team and then force a team switch (otherwise I've found one of them will usually eliminate the other early on). But I can't figure out a way to do this. Is there a way to force a team change, through debug exe, a cheat, editing a save file somehow, a mod?
Hello everyone: Most advanced startegy guides I've seen for defeating the higher level AIs in single player seem to revolve around just having the AI throw itself at starbases. I'm interested in ways to win without abusing that tactic. I've seen a YouTube video here where someone does that here where someone does that but he goes so fast that I'm having trouble fo
Dear Ironclad/Stardock: Please make more Sins so I can give you more money. Please take my money. Thank you. That is all.
I come from an older generation I suppose in which I'm used to reading nice spiral bound 300 page manuals before I play a game. Obviously this has long since gone the way of the floppy disk, but I still like to have some sort of guide to what I'm doing when I try a new game. I've tried a few different mods which seem awesome, but I have no idea how the ships are balanced/rock-paper-scissored against each other. Vanilla Sins at least I can find some pretty comprehensive written guides, b
I’ve been trying to get into a couple of mods, particularly SOAGE, Thrawn’s Revenge, Armada, SOA, FoK, but I keep getting tripped up by the lack of guides to ships and their relative strengths, etc. as exist for the main game (like this one) . Are there any guides like these for any of the major mods? If not, how do most people here tend to learn mods? Do you jus