To be honest, the galactic map was just a horrible mess, it didn't provide the necessary-quality of tools to easily-manage and easily-discern between enemy, ally, and your territories and fleets (more noticeable in larger games). A player shouldn't be told he is making a mistake for picking a provided option of a large galactic scale, when it was the developer's mistakes for poorly executing and polishing it (like other areas of the game). Note: I could have come up with better gala
Falknir
I have not really experienced a single one of those problems (yet), and have been greatly enjoying the game thus far. The few problems in my experience aren't game breaking, and mainly can be resolved with the retail product providing a patch and tutorial. For instance, the largest problems presently (for me) are new players refusing to look at the control bindings screen (or even adjusting them to their liking), and then expect every other player to tell them every key binding (causin
The PC demo will be out around 10:00 AM EST today, looking forward to playing with you guys/gals.
I wouldn't want to endure further financial burdens due to that game, which would happen if I were to ship it to someone else. In any case, if they continue their pace of releasing patches for the game, it might be up to my standard by the end of this year. Also, to this day it has baffled me how they managed to bring about such late-game performance issues in both the tactical combat and strateg
Actually, even worse the visual mutation is the same regardless of what gene you implement. A giant dual-barrel cannon will appear after adding an armor gene... Also, there is a complete lack of information on weapon damage, duration of special effects, etc. It is really hard to determine what weapon is better for any given situation... The maps you fight in are disappointingly small and the total unique unit count per faction is seven units. All the factions are near mirror
I wasn't really planning on pre-ordering till the beta is announced to come out on a specified date, but nice to hear there'll be some post beta release entry leeway. Knowing my luck, I'll lapse in my visits to the site, and somehow miss the announcement.
The game was just an absolute damn shame, it had a lot of potential with the changing tech trees, random events, and the game's lore. Yet, tragically was greatly plagued by ill-conceived interfaces, battles and empire management that were both shallow and sloppy, and built-in limitations that utterly wrecked the game. After a few weeks, I couldn't endure playing the game anymore, and has been collecting dust ever since.
I was really looking forward to playing this demo on my computer today, but, it seems the wait has been extended a possible few more days.
Pretty nice, love the TEC branding on the grill of those ships.
In brief here is what they are: Bumpmapping is the technique of creating the illusion of ridges, valleys, a non-flat appearance on otherwise flat surfaces. Per-Pixel Specular Lighting uses texture mapping to calculate lighting with specular (and diffuse?) highlighting, i.e. renders light to a surface. Post Process Bloom Filtering is a technique to add generate glare or blur over various elements. High Resolution Compressed Textures. Simply high-resolution tex
I guess we all make mistakes at one time or another. Yeah, it does mean multi-player/online enabled, but, in addition probably help them (to whatever end) in keeping out unauthorized or unruly testers.
It would really depend; most real-time strategy games set in space rarely feature more then three races and turn-based strategy space-empire games on average feature more then eight races. We are on middle ground with this game being a Space-Empire RTS, but most of those to my memory featured more then six races (only exception to memory was Haegemonia). We got to keep in mind the additional resources required to concept, design, develop, and balance out each additional race with a Spa
I would rather have a functional and easily comprehendible interface for the majority of situations, which should include the majority of environment backgrounds, not just those that are dark. Right now, the act of having to plant one’s head into their monitor to get a close-up of barely comprehendible information or symbology isn’t healthy or reasonable. The problem can be easily remedied by color abstracting the symbology and other SITEREP information with shadows, darker colored bor
I’m also having some worries about the ease of distinguishing the current symbology and SITREP(?) list from potential bright situations in the background. Maybe, we need an optional SITREP window-style akin to the unit profile window, maybe a semi-transparent dark-colored background similar to Homeworld 2’s interface, and-or a shadow behind all those items.
I’ve been waiting for those interface screenshots for awhile, and it seems they did a competent, good-looking job with it. Of course, my recommendations for some tweaks to some areas will wait, till the public beta and-or additional samples are made available.
I can only offer my appreciation, with the news of what will be roughly an eight month period for public beta-testing and the recently announced publisher. Here is to waiting, for the pre-orders to open, and the start of the Sins of a Solar Empire public beta.