Thanks for the comments Dari. How long did it take u to complete the map? Was the ai on hard or teamed up? If so how many per team? I am really interested to find out how this map plays in multiplayer!
Fandangdo
Dari, it might be a bad idea to increase the fleet cap. Primarily due to the huge FPS drop due to so many planets, even on the lowest settings and screen resolutions.
Thanks for the initial feedback guys. This is the first in a series of maps. Although this series will be a set of separate maps, they will all be a part of a wider campaign system. Expect a basic map (like this one) for the three constellations Puppis, Canis Major and Columba in a couple of weeks. It's smaller than this one so should have better performance. Releasing some of these maps now is to kinda test and get the balance right, including stuff for a possible mod to enhance these campaigne
Hello! I decided to release an early version of a huge map I have put together to get some feedback, for future improvements. It is primarily designed for reasonably equally matched players to play over a number of sessions, rather than in one sitting. <span style="
[quote]This is the exact same thing that happens in every other RTS game online - I remember having about ten people do it to me in one day in C&C: Generals, simply [B]because they didn't want to lose their precious stats[/B], as if that really matters in life.God forbid that their girlfriend (oh, who am I kidding?) finds out that they lost a match to some n00b playing as the TEC![/quote] Personally I think this (bold) inclination swings both ways. Where as those hitting quit show a reg
Now if only they would introduce these methods into the next release of galaxy forge!
I also get FPS drop under the same conditions and scenarios. That is, when ever text messages are sent by players or ai in game and also when text messages are made via the online lobby system; the greater the amount of text on screen via messaging systems the greater the FPS drop. Like the others this happens even when my gfx settings are set to high, medium or low.
Thanks so much for this package!
This topic has been covered on the forums. You can limit which stars people can jump to, but in an ad hoc way until the mod tools are released :). See my reply in this thread [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=176054#1453280"]WWW Link[/link]
Amp1, Go see my reply in this thread --> [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=176054#1453280"]WWW Link[/link]
I agree that PJIs are way underpowered and lacking the utility that they had in the Betas. Although Blair did move some posts from the siege frig spam thread to here (a move I agree with), I do view both issues as intimately related. [B]That is, if PJIs were a lot better the tactic of sending a flotilla of siege frigs deep into the enemies territory and even the enemies HW, would be far more difficult.[/B]
I agree with the OP to a great extent. I much preferred fleet cap being related to the number of planets/roids u controlled and the corresponding level of the colony upgrade, 'fleet support'
[quote] so you cant delete phase lines between planets in a system if the planet has 3 neighbors it has to be connected to all 3? it would be better if you could delete a few of them to have fewer lanes to a planet (but at least 1!) [/quote] I am not sure what you are talking about here. You can specify the phase lanes as you see fit, even not have any at all!
What he means is that you will have to open the GALAXY file in notepad and add the connections yourself. Further, if you want to remove the feature where once you research interstar jump tech you can jump to any star, just don’t have any phase lanes connecting any of your planets to a star. In order to specify the connections in notepad, scroll down to the line: [I]interStarConnectionCount 0[/I] For example, if you wanted to add a phaselane between planet 2 lo
Cheers for a great game guys, was a real test of multitaskability! BetaAlpha
Because of the infinite resources Annatar11?
Twas a small raiding fleet honest!
Well, Derek and myself (BetaAlpha) had no problems raiding one of P5yy's colonies last night
Oh! I wanted to add that I would love to have a rematch with the same teams. Despite my complaints I really did enjoy this game and felt that for the most part, players were pretty much balanced by way of ability.
Just spent a bit of time watching the replay. I can't help but think that during the early game it may have been a mistake to set up the infrastructure for culture spam. Ron nearly took out light blue's (or white's) flag ship and we had enough forces to see of the mini assault on the volcanic planet. Meanwhile, dark blue had to deal with the pirates and had we pushed on to light blue's (white's) homeworld and destroyed his flag ship, I think we could have taken out his ship yards quick
FS_Coverfire, hehehe you confirmed my worse fear....a replacement fleet up and running. I tend to agree with mike0012, how could culture possibly effect a planet with 0 population!?! That said, if broadcast centers are present in the planetary system or adjacent systems then I fully agree with a culture flip if the enemy colonises the destroyed planet.
I tend to agree with the OP. I've found that with finite resources there is more of a push to expand and come into conflict above and beyond increasing ones fleet capacity. Further, I think it is important that players have to make decisions as what to build given finite resources. With regards to the comment made by TGE, with finite resources the same drive to increase incoming resource rates would still exist albeit for a limited time. I understand some of the arguments for
Yeah I noted your progress. What really sucked was that blue also lost most of his fleet and just as I typed in a fit of surprise "Bloody hell I've nearly taken out his fleet", the game froze then crashed Sods law!
Yep was a fun but frustrating game to play. Watch the replay and see me, BetaAlpha, swear and shout at my allies! Incidentally the game lagged and froze towards the end followed by a client crash for me . This was even more frustrating as the enemies' fleets were depleted and as Ron suggests there [I]may[/I] have been a small come back. BetaAlpha
Thanks for this patch. My hosting issues have been resolved