[quote who="Kendye" reply="28" id="2327614"]IMPUSE IS GARBAGE If this were on steam they'd have connection issues in the bag. Why in DemiGods name would Gas Powered Games put this on such a shitty connectivity console. Impulse is about as useful as the Zune store. I have the same problem but unlike you folks I downloaded the game...through an unofficial source...for free. Anyway the multiplayer won't connect at all "Invalid
Castun
[quote who="butwithrobots" reply="18" id="2328518"]The dog is overpowered? Not in the crowd I'm playing with.[/quote] My friend sent me a link to the one stats page where it shows the demigod with the highest win percentage was the unclean beast.
I also hate this. The camera spins around and zooms in when you die. Then when you come back the camera is in a different position. Talk about annoying!
At least you're actually accruing your favor points. The other night me and a friend played a few games together, got all my favor points. Last night, same thing, but I didn't accrue any points while my friend did for some reason.
Got a Logitech webcam? Close the webcam program and also manually kill the LVPrcSrv.exe process. It prevents Demigod from launching, I imagine the demo would have the same problem.
[quote who="kryo" reply="1" id="2084460"]All the CE parts were made freely available in one of the later patches of the base game, so they should already be present in DA or TA.[/quote] Ahh, they're listed under the 'generic' tab so they don't show up in the default (your style) list. Thanks Kryo.
Is it still possible to enable the CE ship jewelry pieces in DA? I seem to remember being able to download a small patch before which would do this, but with Impulse I'm not sure how?
I seen the title of this thread and just had to laugh. To put it simply, get a new video card.
good info :)
I know this isn't going to change, and I know the discussion about this has been beat to death in beta, but... Personally, I think I would enjoy this type of game more if each system (each star with it's planets) were all on the same grid. Gravity wells would still be in place to determine where you could place structures, as well as affecting ships speeds. No phase lanes at all. The only jumping that would occur would be to get to other solar systems. It would make more 'sense' and
[quote] if this happens in multiplayer then how the hell can a human player attack a superweapon on the other end the other human empire? [/quote] I haven't played enough to get to superweapons in this game, but when it came to other RTS style games, if you weren't able to get through their defenses, then you simply build your own superweapon and use it on them.
People complained about the phase lanes, but they were kept in because it would make it more strategic by giving you choke points to use and to keep from living in fear of an attack on any system and having to have a huge defense in every system. However, it seems pretty obvious to me that it's rather pointless. The AI won't stick around to fight and even in MP games more often than not you can just bypass any defenses and jump deeper into their empire. Apparently all ships are captai
Also, like I said, if the drone had a limited active time, like a minute or two, that way it wouldn't be possible to have permanent intel in a neighboring system. Um, they do have a limit. Its a long limit at max tech, but they have a time limit. I'm not talking about the current one, but the one I proposed.
I think an in-system fog of war would make sensors like this viable. Also, like I said, if the drone had a limited active time, like a minute or two, that way it wouldn't be possible to have permanent intel in a neighboring system. Even better, if the scout ship spawned a small drone satellite that launched to the next system and deployed once it arrived, this way it is possible to target and destroy quickly.
I think it would be a neat ability to be able to launch remote sensor drones at the next system, instead of the scout ships having to enter the system and then get close enough to the planet to deploy it on the planet itself. I just hate having to jump a scout ship into a system to get an idea on the defenses, which is usually a suicide mission. Maybe make it so that it takes time to get to the next system, and last for a limited amount of time, but also be able to be destroyed by defe
2. STAR SYSTEMS Theres a few things about the star systems I don't like...and thats well, they just don't feel very 'astronomically correct'. The planets feel like they are sort of haphazardly placed around their stars. It would be alot nicer if each had an orbit around their star, complete with an orbital trajectory that they follow. In short, basically modelled after how star systems like our own solar system work.
To summarize, Karma wants a game where more micromanagement (what he calls tactics) are necessary. I don't care for micromanagement, and I'm very happy with the level currently required by Sins. Yes, I think the way things are now is just fine, with maybe a little tweaking. I think nobody will argue though when I say that the way that Sins AI prioritizes targets needs work, as well as the fact that the faster ships in a fleet will happily rush off
I think new defense platforms like missile platforms and flak platforms would be interesting, but, it might make it all that much easier to 'turtle up' in a system if you could defend against more stuff with them. As it is now, Gauss platforms can only targets large ships, and they're completely defenseless against fighters & bombers.
No, I would say fighters are fighters and bombers are naval bombers. Why should it not make sense to think of SIN's fighters & bombers as similar to the WW2 or even modern era counterparts.
I agree that good tactics should work better, as well as having a balanced fleet makeup. However, units shouldn't be limited to attacking certain targets, like saying fighters can ONLY attack other fighters and bombers. They should get damage BONUSES from attacking their intended targets (which is pretty much how it works now.) Personally, I think the problem is that battles are resolved too quickly, at least versus the AI. I've fought some pretty large battles against the AI (I'm st
I think a cap ship ability that could lay down a small field of mines to help cover a retreat would work great (maybe doing only moderate damage but also serving to slow down any ships going through) Somewhat similar to the missile platform the one ship can lay down.
I HATE hafting to split up my fleet I LOVE having one giant fleet that steamrolles everything I HATE it when I am currently pwning someone, and some other weakling comes up behind me with pea-shooters, and takes out three of my planets becouse I put ALL of my reasourecs into one big fleet which can't get ANYWHERE in time to save a planet, or two. I HATE IT, HATE IT, HATE IT. I detect a little sarcasm there
You want people to stop coming in at the star, then you gotta work for it. Go to each other star system and take control of each planet that connects to each star. Then defend the hell out of them. Other than that, you're out of options unless they change their mind.
I love the detail that's on the ships & planets, but I would also like to see even higher res LOD textures for when you're zoomed in on a cap ship or plant as close as you can go.
I've already posted some positive feedback, generally speaking I like it... Some observations based on 1st game: - SoaSE works on my Vista 64 PC and seems stable - Turning the music volume down doesn't seem to work the default is a little too loud for my tastes. - The graphics quality between my NV 8800 GTX & Ati x800 XT PE is REALLY noticable even on the same settings. I would go so far to say as there is something wrong with the Ati driver a