In all honesty, there is not much (to some people's views, there is actually NONE) diplomacy in the game. A decent amount of exploration and teching up, yes. Military action? Oh Yeah. Got you covered there. There is not a single player campaign, as most people view it. There are instead a ton of maps and random maps available. In other words, it's all sandbox. Make up your own story, basically, which I like doing actually. So...I'm not sure it'll be what you want. <b
Marikir
Oh, and if the programmers would prefer to contact me via PM, that's fine. Thanks.
Could one of the programmers confirm something with me? If they don't mind, that is. The location of the information that appears in the application data on the system, such as the location of the MOD folder inside Ironclad Games\Sins of Solar Empire...does that location come from the Registry? I think I've changed my MODS folder location, to another drive. It involved some registry change (WHICH I"M NOT SURE I RECOMMEND!)...but, I'd like to get some confirmatio
Novalith's and the other megaweapons are very much support weapons, if used sparingly. The lengthly cool down time along with the speed of recovery of the targets, means that the cannon's effects will be dramatic in the short term. Now, if you've got a LOT of them, then they become deadly and can be used as primary tools of conquest. Without a number of them...then they are just support weapons.
I was actually referring to the fact that it can shoot between solar systems. Sorry, should have made that clear. Novalith: Now with Interstellar Pwnage! Yeah, I wouldn't be surprised if that gets changed...so enjoy it while you can.
I think this is also an added Feature that TEC has not made part of their marketing campaign. In other words, it probably wasn't supposed to...but it does. Enjoy it until they change it.
I think that this is an issue that is due to the restrictions placed on Windows games by Microsoft. It's not something that Ironclad can control, I believe. At least, that's the impression I've heard. A related question is what OS are you running? There might be an option in XP to modify where the Documents and Settings folder is, but I'm not sure there is one in Vista. Bottom Line - A LOT of people have complained about this...but so far, there's been no hint of anything that can b
As the Vasari, I launched my attack fleets to begin the campaign to bring the rest of the system under my control. First, one system, then I would split my fleets up, one to pursue any defensive fleet, the other to destroy planets. My two main attack fleets lined up and jumped. At that moment, I remembered I had forgotten to fire my Mega Cannons into the target system to soften it up. I hastily quick keyed to them, fired, and hoped my timing would be okay, knowing that if my
I don't believe it's a bug. The Pirate planet only has health, not population.
To be honest...it's Bailknight's mod. He can do with it what he wants. We might have preferrences (I myself would prefer only graphical upgrades), but that doesn't change the fact that he is the ultimate provider of this mod. It's been his time, his work. If he chooses to make balance changes, that's his choice. He might lose people that would have otherwise DL'd the mod, but that's his choice. He has to weigh that against what he wants. I'm sure that if he decides
Hang on...couldn't you just copy the ability/buffs to the base weapon? Or do they have to be linked to their original weapon? I'm thinking of a Ultimate Gun, with all three versions of the attacks. Is such a thing possible?
Auto-attack. Turn it off to let them through. Don't forget to turn it back on. I've shepparded a couple of fleets through a couple of my planetary systems before. Then, reactivated guns and jumped in behind them. Ah, what a target rich environment that was.
Yeah, it basically comes down to the fact that Pirates are not a faction that you fight against like the others. They are not subject to the same rules as the main factions. Thus, the spawning of ships. At this point, I'm used to it. They might be changed later (I wouldn't be surprised if this is already in the planning stages) in either a patch or expansion. As it is...they are background and a neutral force to contend with, not a full fledged faction, like the planetary g
[quote]Unless you try to intercept the one that is sent to attack the enemy. That would be the only thing I can think of.They won't fight you unless they've gotten to where they're going (i.e. one of his planets)[/quote] You mean I can harvest the fleets for XP and not have to worry about getting killed? And the problem with this is...?
Asking this question on the developer/publisher's website. Yeah, might have a slight case of bias in your sample set for any reasonable statistical analysis.
[quote]They should have a customizable ship feature, like galactic civ. They could give you a few basic hull classes, frigate destroyer, cruiser, etc. and go from there.[/quote] It might not be feasible for this game...but give it time. Gal Civ 1 didn't have customizable ship types. Gal Civ 2 did. Like I said before, gotta save something for the sequel.
I think the taunting is basically taking a fleet to their base. "OH BOYS! Over HERE!" I don't know about a random attack fleet though. Can't really order up "One Pirate Fleet" to go, I guess. Unless you try to intercept the one that is sent to attack the enemy. That would be the only thing I can think of.
Not much difference really. You could, in theory, change how they interact with the rest of the units. A mine field...maybe it can't be targeted by the big ships for some reason (thinking about how strikecraft don't seem to be targeted by the larger ships, save the anti-fighter). A mine launcher could however. But, the most basic difference would be the fact that the mines destroy themselves and would eventually die, nessesitating them being replaced while a turret stays there until
To quote The Last Starfighter: "We die."
Yeah, kinda what I was thinking of. Have the constructors "build" the minefield and then as the enemy passes through it, they start taking damage as the minefield itself slowly dies off. Or even, like you said, have a central "Minetosser" that can be targeted and destroyed. Would depend on what you wanted...heck, have three different versions for the three different races. TEC - minefield Vasari - Phase Mine Launcher Advent - Laser Mine field The effects and graphics
It really depends on what you want to do with this computer. If you want to play a lot of high end graphical games, go the route that will help most with that. Sins doesn't really fall into that category, but high-powered equipment would always help. Me personally? I always get as much RAM as possible first, then worry about the card. But, that's me. And I play with a pretty old card at the moment, so consider your own needs first.
As to mines... Could you set up an area effect "structure" that would do damage while an enemy was inside it? You could possibly have the structure take damage as the "minefield" clears itself. Bubb's two ideas from above combined, basically. Hmmm...make it have the same armor/ship style as a fighter, that way anti-fighter ships would be "minesweepers". Eh, just an idea. Don't know if it's feasible.
::rubs his temples at the casual pirating suggestion above:: Ey-ya-ya... Godowar, Once you get it, you can install it from the disk to your harddrive. Then, if/when you get Stardock Central, you can input the registration code from the box. Then, input the serial number to connect it to your Stardock Central (SDC) account. At that point, it'll update. Also, at this point, you'll have made it so you can get the game at any time through SDC. Heck, the conv
Hmmm, I assume that setting their engagement to NULL would be good. This assumes that the strikecraft have a different setting than their parent ship. I'll have to try this out.
This is why my first Cap Ship is generally the Colonizer Cap Ship of the factions.