Nekentros

Nekentros

Joined Member # 2733720
0 Posts 0 Replies 186 Reputation

This problem has been analyzed here: https://forums.sinsofasolarempire.com/?forumid=440&aid=148554#1172703 And a solution has been suggested here, but still waiting on an official response: https://forums.sinsofasolarempire.com/?forumid=440&aid=148685

4 Replies 2,094 Views

It would make more sense to have this function select all of the same unit of that type in the current gravity field, instead of acting like the focus command. Why mimic a command that is already available, when you can add more functionality?

3 Replies 2,282 Views

Current implementation: Camera Lock Mode - (strafe disabled) - mouse wheel zoom maintains object focus Camera Strafe Mode - (strafe enabled) - mouse wheel zoom breaks object focus - strafing breaks object focus Suggested implementation: Strafe Disabled Mode - mouse wheel zoom maintains object focus Strafe Enabled Mode - mouse wheel zoom maintains object focus, as long as object focus hasnt been b

2 Replies 2,561 Views

After some more fiddling with this, ive determined that the buggy mouse wheel zoom is an artifact of the Strafe Camera Mode and is not a bug. Current implementation: - In Camera Lock mode, the mouse wheel zoom function zooms on the current focused object. - In Camera Strafe mode, the mouse wheel zooms in the direction of the players mouse pointer. (typically, this type of zoom would have been in the same direction as the camera) Suggested implementation <

13 Replies 4,448 Views

As it stands, a planets gravity field is imo way to small. Its almost like you are jumping on a super highway to go to a new planet and then your crammed into a phone booth at the destination planet. I believe this field needs to be scaled up about 3-4 times; at which point sensor beacons and fog of war (sensor range) can be implemented in order to add more strategic value to the game.

15 Replies 5,733 Views

The question I've got to ask is why are we breaking the industry standard on control schemes for these types of games? Schemes that actually work, in favor of a more cumbersome scheme that everyone is complaining about? What is being gained from doing this? If theres any area thats going to be the hardest hitting on this games ratings once its released, this is going to be one of those areas.

3 Replies 2,226 Views

"If you would like to stay focused on a selected object by default you can use the attached camera option. Look for the little lock (or camera when toggled) button at the top, near the center of the UI With this option you can move the camera about all you like but you can still zoom along the same path towards the object. " This wasnt a question of how to focus on an object ... the problem only happens when you are trying to focus on a "Group" of objects and their positions are changi

13 Replies 4,448 Views

"I agree that blinkies would be cool, but remember--this is an early beta. It's not supposed to be a representation of what the final game will look like." That is true, but in the world of game development, assuming something will be added, often has unpredictable results.

7 Replies 3,418 Views

Yes, that is another (although not a bug) thing that could be fixed with the mouse zoom. An option to control, to a players preference, the distance of each increment could be added to the control settings.

13 Replies 4,448 Views

If a player zooms out one increment from their focused target and then changes their view to look at something not in the direction of their focused target and then procedes to zoom in one increment to their original zoom level, their camera position does not return to its logical place. With succesive in and out zooming while changing the direction of view; a players camera position can end up a great distance from where it should be. I believe this to be related to an incorrect

13 Replies 4,448 Views

Please add functionality for selecting a speed before starting a game in both single player and multiplayer.

7 Replies 3,505 Views