Thus far I'm quite happy with the speed of the battles. I like a slow pace though, and there are a few things I would rather see slowed down than sped up (like time to bombard a planet). I can see why clickfest fans might find it too slow though :p
DRavisher
Wops, I opened the thread in a tab and waited a while before responding. Sorry about the redundant reply :)
Right clicking the move command button lets you toggle if selected ships should jump in a group or as soon as they can. I think this is what you're looking for, if I didn't misunderstand.
I am having a similar problem (game freezes 10+ seconds once in a while), but I have a AMD/ATI 2900 XT with the latest drivers (8.1). I haven't alt-tabbed out so I don't know if any error message is displayed. I'm running Vista x64.
Perhaps the problem is that Sins does not support resolutions with less then 768 vertical pixels. I'm just guessing though, so I could be wrong. I would try it my self, but I have no way of verifying what resoultion is actually sent to my monitor (no OSD).
Yeah I couldn't change the resolution on my laptop either (Intel integrated graphics x3100, Vista x64), but setting the resolution I wanted (1280x800) in the user.setting file worked for me.
GreenReaper: Won't x64 versions of Windows be able to use more memory with "large address aware" without any further settings? Also, can I take it from your comment that the large address aware flag is set (or is going to be set in the next expansion)? That would certainly put my mind at ease, since the new GFX memory management stuff in Vista coupled with 1 GiB graphics cards and BIG maps in GC2 could potentially be a problem (if I'm reading you guys correctly) if the flag isn't set.
I'm not a programmer, but I'm pretty sure that if you set a large memory aware flag (or something, don't remember its exact name) Windows x64 versions would be able to address 3 or 4 GiB of RAM to the game. This could be particularly useful for Vista, since some changes to how graphics memory is handled in Vista makes the process use even more virtual memory than in XP. There have been a few articles on anandtech dealing with this issue (<a href="http://www.anandtech.com/gadgets/showdoc.aspx?i=3
I also find the economic system very weird, and would greatly appreciate an expansion which reworked it. Tactical battles would also be awesome, as long as they can be done well (and the AI can handle itself properly). GC2 has plenty of room to grow. It's a great game
Thanks Iztok
Hello all. I'm wondering how defense (optimal and non-optimal) works these days. Originally you simply took the square root of a non-optimal defense value to calculate it's efficiency, but then I read this in the changelog for Dark Avatar: "+ FIX: Fixed bug where non-optimal defenses were never decreased as the defenses absorbed damage during a battle round. ". If I'm reading this correctly it seems the way defense works has been changed at some point, but I can't find any mention of it in the m
I'm having two strange things happen in Keyboard Launchpad, latest version (1.60.010). 1. When I use the WMP play/pause control it pauses the player correctly, but if I press the key combination again the player jumps to the next track, instead of continuing playback where I paused. Also, if the player is on screen at the time the play/pause button in the player is changing so that I could start playback by pressing "play" and everything would be fine. However if the player is minimized
Its a dial up where you connect to GSM net, something the old cell phones where on. Its kB/s. 2 hours remmaning now. The company is called ICE. Is that as expensive as it sounds? My home is in northern Norway and we just recently got wireless "broadband" (512/512 kb/s) up there, so I can relate to having limited internet access. Atm. I am studying in Oslo tho
Allowing faster response by defenders doesn't negate that problem at all, it just lets you move the 'on-call' fleet faster. You still would need to build defenses everywhere, amass an on-call fleet, and pay upkeep on all that regardless. Yeah, but I actually think it would be a good think for mye core planets to always be a possible target. But I really do believe the long travel time will make it very unattractive to launch such a long range assa
The download speed jumps between 25kb and 35kb. Its at 8% now. Hmm do you mean kB/s or kb/s? A ISDN connection is 64 kb/s = 8 kB/s. If you really meant kb/s then the download will take something like 24 hours, but since you're at 8% already and it reports only 4 hours remaining I am guessing it's kB/s. Just out of curiosity, what kind of connection is it you have?
364 MB if I remember correctly, somewhere in that area at least. What is the reported download speed?
Seems we are discussing this in two different threads To Kryo: I see where you're coming from concerning the "terrain" of the map. However, I feel this could be sufficiently solved by this idea thats been fronted by different people. To quote myself from the gameplay feedback thread: But would that be the case if travel within your empire could be enhanced? This woul
But would that be the case if travel within your empire could be enhanced? This would give the defender time to muster a fleet to defend his planet, so any attack launched against a distant planet would be easily met with a defensive fleet. You could for instance be able to set up spacelanes between the planets that you own (either with preset lanes like now, with self-made lanes, or maybe between any two of your colonies with the proper installation constructed). Travel using these lan
People now complain about how enemy ships can jump around from planet to planet in your empire until you cut em off with inhibitors. Then imagin how it would work if there was no lanes. You would have to build inhibitors in every gravity well. Obviously the travel time in phase space outside the lanes would have to be quite a bit slower. It wouldn't be good to have enemy fleets appearing almost anywhere inside your empire in a matter of tens of seconds. Also, I th
I'll just quote my response here: I'm definitely positive about a change in the phase space travel system in Beta 1. It's not that I hate the phase lane system, but I think I would enjoy having more freedom about where to go. It would be possible to keep the phase lanes though, as they could provide more efficient travel between planets, making it preferable (but not necessary) to have your empire connected by the lanes. Or maybe it could be possible to bu
I'm definitely positive about a change in the phase space travel system in Beta 1. It's not that I hate the phase lane system, but I think I would enjoy having more freedom about where to go. It would be possible to keep the phase lanes though, as they could provide more efficient travel between planets, making it preferable (but not necessary) to have your empire connected by the lanes. Or maybe it could be possible to build structures connecting nearby systems (both in your control) t
Could somebody describe to me what this bug is? I'm about to start playing the expansion and it sounds like I should know about this.
I think the game is way to fast paced. It feels like a classic RTS game, just in a different setting. Stuff is happening way to fast for it to feel like it's going on in space, and I've never liked all those "classical" RTS games (like C&C, Starcraft, Warcraft etc.). I want building a battleship to be a big deal (something you can barely begin thinking about when you only control a couple of planets), I want everything to cost more, I want phase-space travel to take minutes, not seconds like now
I would just like to say that i agree with Paradoxnts suggestions in both his long posts 100% . My dream would be for the gravity wells to be huge, spherical, with fog of war (making every planet a major battlefield with potentially multiple battles taking place if several players are hungry for it). I don't know how much of those suggestions are going to be followed (with beta 1 it feels like the game is
Yeah having two different zones is a good idea. It seems reasonable to keep us from building defences at the entrance points like that, it makes it too easy to set up an effective defence without having a fleet. As far as being able to escape fast, it should generally be a good idea to send in a scout ahead of the main fleet anyway. Once you're there it should take some time (not very long, but some suitable amount of time <img src="http://images.stardock.com/gc2/T_DL/smiles/Tongue.gif" border=0