Unknown924

Unknown924

Joined Member # 2444495
9 Posts 83 Replies 15,257 Reputation

Frogboy has stated that while Stardock is "pissed" over Gamestop releasing Demigod early, there will not be a lawsuit. So I figured that we might as well come up with ideas of what Stardock could do. While Stardock may not use any of the ideas, I think it will be a good form of stress relief. Who knows, Stardock might like one of the ideas. 1.) Overkill response - refuse to sell Gamestop any more games published by Stardock, ever. While this will may make peopl

26 Replies 11,588 Views

[quote who="Scorpiana" reply="5" id="2126803"]I'm very interested to learn a bit more about this... ...and also since the game's lore is apparently so extensive that Wardell himself is chronicling it all in a book he's writing concurrently with his game development duties. Is this book something that will be available (as part of the manual?) to the players? I'm a big fantasy fan, and I'd like to learn more about the world we'll be playing in, and how it evolved from t

17 Replies 30,540 Views

If you have Entrenchment, the moving mines of the Advent may be a solution. I messed around with them once, mostly removing their invulnerability ability, changing their speed and detection range for movement. I thought about making a variation of the vasri mine laying ability to simulate launching a missile swarm but never got around to it. The downside of doing it that way would be the mine cap may be a problem if normal mines are used with "missile" mines.

5 Replies 17,215 Views

[quote] Yea i'm a bit dissappointed too...live and learn.....i know STEAM lets you pre-download then sends an unlock code..... Or hey here's an idea....run the pre-orders on monday during normal business hours and automate our codes to be sent out after midnight (i know there is a way to send out email on a timed thing)[/quote] Given that Impulse is only required to install and update games and does not need to be running to play the games, I don't

63 Replies 23,314 Views

[quote]Missile barrage: 1: All friendly missile weapons in range of the marza have their fire rate dramatically increased for 30sec. Increases the Marza's fire rate even more. Combine with an LRM fleet, and cluster warheads to do massive damage. 2: Greatly increases the number of missile banks on the Marza for a short time. It fires as normal, but with vastly increased damage. 3: Missiles do explosive damage, striking multiple ships in the area with every shot. <p

377 Replies 1,215,791 Views

[quote]I remember. but I think there was not so much an unwillingness to implement it, but more like memory issues or something in storing these attack orders for so many ships at the same time. would that be a similar problem to the op request.[/quote] The repeat attack theortecially uses less ram than queing up attacks as instead of remembering each target individually it only needs to remember a target type. It should have a strong advantage any time a player would otherwise

10 Replies 20,288 Views

[quote] What are you talking about? You don't get extra constructors when you use the Akkan's colonize. You get extra extractors, the little resource buildings that cost a paltry 250 each. Zero at level 1 (yes, it does nothing special at level 1), one at level 2, and two at level 3. That's it, 500 credits worth of basic structures for a level 3 colonization ability. It's virtually worthless right now. [/quote] It gets worse if you take into

21 Replies 40,664 Views

[quote]We're going to try to work things out so that beta testers get the game a day early for release (there are some legal issues we have to sort through with the retailers but we want to give the beta people some added benefit for all their help).[/quote] Looks like only people that were in the beta.

63 Replies 23,314 Views

To add another idea, a new setting for teams in the game setup: "Locked Teams - Income Sharing" This would basically total up the income of the team and give each player an equal amount of income minus their fleet upkeep(Or the resources a player adds to the team income would take that player's upkeep % into account before being added).

10 Replies 12,013 Views

[quote who="Shadowhal" reply="5" id="2128983"]and yes, a buff to akkan colonisation is definately needed. iirc the lvl does not give any bonus whatsoever while the other races' colony capships even get a bonus at lvl 1 (though I'm not a huge fan of the vasari's bonus. it's highly situational). the least would be a free extractor at lvl 1 already and more on higher lvls. this of course leads to a slight problem for lvl 3, if there are only 2 deposits. personally, I'd like to see a slight bonus

21 Replies 40,664 Views

This is an idea I have been thinking about for a while and finally decided to post to see what other people thought. The basic idea is adding a new setting to the fleet options to reduce micromanagement. This setting would be named "Repeat Attack"/ "Repeat Target Type" or somthing similar. If it was turned on, it would come into play when the player ordered a unit belonging to the fleet to attack something. Such as having some fighters attack long range frigates in

10 Replies 20,288 Views

[quote who="Zubaz" reply="4" id="2125498"]Pirates will pirate. Buyers will pirate if buying and running is too big an inconvenience. Minimizing that is the goal.[/quote] That is the truth that certain companies need hammered into their thick skulls. I think there needs to be a study to compare how much DRM costs a company to implement compared to the number of people that would have bought the game but didn't due to the DRM.

98 Replies 156,129 Views

For a balanced fleet:1 Akkan, 2 Kols, 27 Hoshikos, 10 Carriers, 30 LRM, 30 Flak Akkan would have level 3 range boost, both Kols would have level 3 flak, carriers 2 bombers each. Would be set to hold position with Akkan in the center and Kol on each side a bit ahead. LRMs would be clustered around the Akkan and behind the Kols, the carriers would be at the back. The Flak would have 4 on each side of the Akkan with the remaining 22 in a circle around the fleet but st

29 Replies 17,511 Views

Very good, but could have improved a bit by adding: 1.) For the sake of equality on the forums, everyone with over 100 karma will have it reset to 0 (Thinking about it, Stardock should have done that temporarily for the 1st - we all know who would be affected). 2.) The documentary filmed by eet over the past year about the personal lives of randomly selected Impulse users is almost ready for release. 3.) Everyone who orders the "Pink Space Ponies" collector editi

58 Replies 165,875 Views

for(ban = 0; ban { if(PostsInThread[x].name != "Unknown924") { PostsInThread[x].banned = TRUE; PostsInThread[x].banReason = "Playing this game" }else { PostsInThread[x].banned = FALSE;

41,551 Replies 6,400,259 Views

Can the TEC shield be used by a planet and not just structures? If so, you could give it the shield with a good amount of mitigation to reflect how hard is to damage the inside. It would also go along with the fact that it takes time to damage something so massive. Also, what about an ability that reflects the fact that it is collecting a massive amount of energy from the sun it is built around? This could be reflected in massive AM regeneration for all firendly ship

18 Replies 75,684 Views

[quote who="TheGreenBear" reply="18" id="2118695"]It isn't a contradiction - I haven't registered it because I don't like the DRM. I'd actually prefer StarForce anti-copying stuff, despite the stability problems I've had with it. Although I'd probably think differently if I had ever sat on a game disk or something like that.[/quote] I really don't understand why you like something that can physically damage your CD/DVD drives(and cause a lot of other problems) over Impulse

98 Replies 156,129 Views

Updating changes the exe, which a firewall would treat as a brand new program. I agree with Azrak_Navarion, try letting SINS through your firewall before you start the game again. If it is a firewall problem, then it is completely YOUR problem, not one for Stardock/Ironclad to deal with.

7 Replies 16,636 Views

[quote]I disliked the DRM so much that I tried to give away my unactivated boxed copy of SoSE, but my post was deleted in minutes. Which doesn't surprise me. A company that uses DRM and says it doesn't is hardly likely to allow dissent.[/quote] That sounds like a contradiction. You don't like the DRM yet you never registered your boxed copy. I am quite sure that the base retail version of SINS can be played as it is, thus it has NO DRM on its own. DRM onl

98 Replies 156,129 Views

[quote] Welcome to 7 Deadly Sins 2.1, for version 1.05 of Sins of a Solar Empire. It is NOT compatible with 1.12 or above. 7DS 2.5 will be available for version 1.12+ Sins of a Solar Empire. Also, 7DS can only be played at HIGH maximum settings. DO NOT USE VERY HIGH settings. This will cause a minidump.[/quote] From the top of the page, right below the pc gamer cover picture [quote] Welcome to 7 Deadly Sins 2.1, for version 1.05 of Sins of a Solar Empire. It is NOT com

4,959 Replies 12,525,898 Views