They could be martian marshmallows or venusian vines, or plutonian petit-pois and you would still have to harvest them and pay the resource cost of your stuff. makes no difference.
Brazilian_Joe
Currently, the hard/insane AI cheats its way to get more resources, so it can be more challenging. I think it would be good to have handicap settings, which can be tuned for any player. the AI 'hard/insane' settings would be like 'handicap templates' which would instantly set advantages for the AI. It shsould be possible to give handicaps to players too, just to level the playing fields with different skill levels. The settings should allow for negative values. I don't
Bad idea: forgetting to set up the alarm for work days only, waking up early and grumpy on Sunday for no reason. Good idea: posting my bad-idea before someone else posts his.
If you are going to tweak the website, be sure to look at the server specs (memory/bandwdth/cpu/database memory usage settings/server-side script memory limit). As it is, the forum occasionally takes forever to load pages sometimes , and usually when it does it the page loads without the comments.
My avatar can take all kinds of drung and arbitrary amounts of booze, yet there is zero chance of crashing his black pontiac trans am or be caught by Bulford T. Justice. Not to mention stealing the sheriff's son fianceé.
No one has thus far said on of the main reasons of DLC: stop people from selling/buying second hand games. Once you finish a game once, maybe twice, you'd generally let it get dust, unless it has a strong multiplayer component (and you like it), or 'random maps' (feasible for strategy games, never seen on FPS). Having that game gathering dust, you'd be tempted to sell it for half the price, directly or to a specialized vendor. DLC is bait to make you keep holding your game copy for th
Banned for uninventive ban.
[quote] 1. UPnP has to be enabled on your router. 2. Port 6112 has been redirected to your IP address for TCP/UDP traffic. [/quote] I am in a peculiar situation where I am behind a double NAT. The reason for that is because my modem (Gigaset 201A) is running on an older firmware. There is a newer version, but there are reports that it locks up on heavy loads such as bittorrent. And the older version has a problem with bridge mode, it doesn't work.
[quote] "Tired of that jerk on your team always running his mouth? Come play the AI - I don't bite!" [/quote] Lol, I actually think it would be worth a laugh to have those on MP games. It's a game, I doesn't need to be too serious, unless it breaks the game atmosphere - which is not the case. It's not a horror game like Dead Space.
I am not talking about spamming messages endlessly in single player game. That's not my suggestion. Right now the AI, is very laconic, and actually helps the player by warning that it is attacking planet X. I think it could chatter more in general, commenting about the game. If the player and the AI are each on their own sides it could taunt the player to attack it ("are you afraid? Come and get me... if you can"). Every now and then, between those remarks, it could say something about multip
Banned for being a clueless god
It seems Sins of a Solar Empire has a big player base, but a small online multiplayer base. A bit of love to the online multiplayer features over the next patches can bring in more players online. My suggestions are below. first, the low-hanging fruits: Add multiplayer ads in the loading screens. "Do you know can play online against human opponents in free-for-al, team play and comp stomp matches? It is more challenging, more fun and you make f
Never played Elite. Matter of fact, neither Evochron Legends. But I have purchased its predecessor some time ago, Evochron Renegade. Although I have never delved too much in the game (work constraints, forgot about it for quite some time), I like space sims since the star wars series, back in the 386 days. And the original Wing Commander (yes, and get off my lawn! ;-) ). Sins completely took over me when I was considering buying Legends. I installed the trial and it is d
The other starbases have other cool stuff as well. If you like to turtle, Advent can push culture really hard and slowly but surely send enemy planets into oblivion. Send a shitload of martyr scouts to bust enemy culture sctructs. The increased allegiance does wonders for extra income. You can't shoehorn any race' s playstyle on another. learn their strengths and you'll be good.
Banned for not loving the expression of nature in all of its forms, even if it is a blistering hot, skin burning, water-free god-forsaken desert with only lizard and cacti to eat.
Banner for using a smiling cyclope emote (^) in your sig.
Banned for being Member No. 2,381,150 DUH. self-banned for failing to post in proper time.
I for one would like to see a SoaSE:Ground Combat. Not an expansion to the space game, just a RTS ground/air battle system a la Supreme Commander. Could be a mixed rts/turn based like the Total War games too, which kick serious ass.
Banned because it didn't smell. Next time eat some cabbage and mexican beans! And don't forget to munch as little as possible to maximize smelly gaseous generation. Dude, fart like a man.
Humm, that would be interesting. Additionally, different trade ships could do different side effects if destroyed. 'Pirating' enemy resources should happen by capturing enemy cargo ships. If they are destroyed, instead of getting resources, effects could be triggered: Credits ship: ship just explodes. Metal: works like chaff. The explosion throws metal ore in every direction, confusing the targeting systems, reducing the chance to hit. Crystal: unrefined
1. AI better pathfinding 2. AI better assessment of target threat i.e. capital ships are more dangerous than trade ships 3. AI better use of resources. I oftentimes find that it sets up a 'bubble defense', strenghtening the borders but leaving the inner planets rather undeveloped/undefended. At the same time it is top 1 in the 'amount of credits/metal/crystal' chart. by a laaarge margin. Players usually spend their credits as soon as it can pay for an upgrade/structure/t
In the .entity files, Abilities usually call buffs which have an effect inside the game. Buffs can call other buffs. I think that if a buff-call line can trigger not only buffs, but also Abilities, it will allow for more flexible interactions. Stuff like Targets would have to be forwarded to the called Ability and such, but it would be nice. This way we could have combo-abilities which could be casted at once and upgraded individually.
At the footer where it says: © 2003-2007 Ironclad Games Corporation Vancouver, BC. All rights reserved. © 2006-2008 Stardock Entertainment The first line is breaking in two lines, making what should be the second line become the third. This causes text to overflow outside the gray box where it should be. Like this: © 2003-2007 Ironclad Games Corporation Vancouver, BC. All righ
I think planets get maxed out too fast, too cheaply. At the same time, it costs dearly at the early game to get rid of the underdevelopment penalty. Let me suggest different mechanics for upgrading planets... I think planet development should be more gradual. Currently, the system is like 'planets send all money to Empire State Bank, govenment pays for improvements after cutting through the red tape'. Planets should have a slider where I can tell it to keep part of the
[quote who="TheRezonator" reply="4" id="2241991"] custom fleet positions i like this. i mean, as it is right now, even the stock standard "rack 'em and stack 'em" formation style is all over the place. you have LF,LF,LF,HC,HC,LF,HC,HC,HC,CARRIER,SUPPORTCRUISER,LR,LRF,SCOUT,SUPPORTCRUISER,HC as in, its all over the place, with simply fleets (as in not very many types of ships) its very pretty late game you jsut tend to get ships doing whatever they like <br