Hi! I'm not sure what the issue with the save file is/was, but given there is a newer test version/etc. I'm considering it closed. Hopefully there was something in there that was useful or otherwise resolved. Thanks!
brian152
Correct — no mods! Thx for the reply!
Possible feature suggestion: mute or customizable alerts (if it's there and I'm not seeing it, just point me to it please!). Green player had garrison units that were popping into my blue system like clockwork, so I was constantly getting a "hostile forces have arrived" notice for a single corvette against a loaded station/garrison of my own, so it wasn't really a threat. So ideas could be: mute all notifications on a planet level; or mute unless 'threatening' force, or mute garrison units.&n
Hey team -- was playing a casual game with the latest test build, but for some reason this save file crashes the game instantly when loading. Saves before/after seem fine. While I'm not sure of the reason, I do recall I was playing a bit with my fleets, reassigning ships and think I had a few empty fleets? Anyway, here's the file if you want to look: https://1drv.ms/u/s!AuTQGIGMpZMhiIBA6XB-ZPvSHC0R4g?e=5m72AG </p
Thanks for the reply! It doesn't appear to be that same issue; pasting a screenshot here. It's an Nvidia 3070. The Shuriken map looks great. It could be others love the background? Maybe it's me, or my monitor, I'm just finding it really distracting.
Some general feedback and request. Trade: took me awhile to get the hang of import/export but I'm liking the system. It's a tad disjointed when connecting the dots between what each planet offers, trade points, import/export, etc., but I do like it conceptually. Increases usefulness of trade slots on starbases; and also makes it less useful on some planets (which is good). Fleet: I also like the new fleet system. I'll have to go back to Sins 1 and compare but getting the
I may have a misunderstanding of trade routes in Sins1 and if so, please correct me. My understanding is you get a bonus for a longer trade route, but the shortest possible route between ports is used to determine the longest route. So, if you visualize a dozen planets connected in a circle, you'd want one of them to NOT have a trade port because the longest route would be 10; if all planets in this circle had a trade port, the longest route would be 1. Is that changing in Sins
I’ve only played Sins1 solo so something like this may exist… but assuming speed control isn’t available in multiplayer, what about adding a ‘vote’ like function to it? For example, suppose there are three buttons: >, >>, and >>> for 1x, 2x, and 4x. I want to increase to 2x, so I hit the 2x button. If/when all players also select 2x (or higher), the speed increases. So basically, lowest desired speed across all players wins, and allows any play