They should reduce population and destroy some random buildings... and that's it, not raze the city.
Turin_Turambar
Oh look, now it works. :S
The game is stuck in the splash image at the beginning. No dump log generated Content of the debug.err: DebugMessage: Version 0.90 last updated on: Fri Jul 16 00:04:51 2010 DebugMessage: Entering WinMain DebugMessage: ******* Starting Game Shell ******* DebugMessage: *********DXDiag info follows.********* System Info Time: 7/17/2010, 11:07:53 DirectX Version: DirectX 11 Machine Name
Good idea, in other case the world would be a bit empty after the "cleaning" made by the differences factions heroes, killing stuff to level up.
Here is an autosave https://dl-web.dropbox.com/get/AutoSave.EleSav?w=d8c7142f Advance turn two or three times, and conquer the sourthern city, killing the enemy sovereign. Bam, crash. I think it's the killing sovereign part.
Easy. Scale with zoom, but don't scale making the units so small when you zoom in. The whole scale thing is to help see the units when you zoom out from the default view to have a more strategic overview on the map.
More focus on races, please. On the already included races. And i don't mean lore or backstory. This is a 4x fantasy turn based strategy game. The actual game is building stuff, recruiting armies, trading, making war and awesome spells. You have to work in the races, gameplay-wise. I don't care for the lore or the backstory (which, and i am sorry, reads like an amateur and totally uninteresting generic fantasy run-of-the-mill). Try to make the races disctintive.
As others has stated, att/def/hp/move is a very poor system for a game with magic and fantasy. Even worse if also the game has tactical combat. You need "resistance" to magic, so you can have units specialized against magic spells/damage or strong creatures with weakness against magic. You need some damage types/protection/immunity/weakness. What's the point of fighting a fire elemental if you can't use a water spell to damage it, ehh? And if i fight some ents-l
They weren't rendering that with 3d Max or something like that, it was real time, like... a 3d game. Because it is a 3d game XD.
[quote]I'll wait with any comments, positive or not, on this topic until its clearer what it actually means for the gaming experience. Flexibility in producing units is great, but at the same time: if there are no "unit archetypes" or rules at all, the result might just end up: bland. With heavy micro-management. A comparison can be made with Dungeons & Dragons normal RPG, where I have never been a big fan of the multi-class characters. When everyone, warriors, thieves, priests, s
Shield Mitigation should raise when the number of weapons firing to the ship also raises, not when the damage recieved is higher.
You don't, until Ironclad releases the 1.03 version of the modpack.
I will add to mrlarone's list: -Fleets have their own special AI. Support ships will go behind in the formation, attack ships in the front, etc etc, they can attack something if you give the order and they will come back to the fleet formation after the target is destroyed, and a few more little details.
He means "fast paced aggressive play" as "move the mouse fast and with precision and have a high apm". In other words, arcade skills, which are out of place in a STRATEGY game. Thanks god this game doesn't appeal to Starcraft-type players, i say.
I think the core gameplay of Sins is very good, the RTS-4x game. But after the first two weeks i just don't play it anymore, it kind of died to me. The game needs better AI, better diplomacy, more depth (more specialized ships, or more different races) and more alternative playstyles (try for example to make culture and trade/raiding more worthwhile).
If you need to spam units to beat another spam, instead of using tactics or a good combined army, the game sucks.
The culture system is already fine, it just too slow and/or not overall very powerful in his effects in the game. A boost to the actual amount of culture that it spreads would be the best. Someone could say you can speed up things building lots of propaganda centers in your empire, but in a competitive game you need your resource mostly to build your fleets and attack and defend with them, you can't divert a good % of your resources in something so slow, without inmediate effect and eas
10%? i saw lots of times the AI with around 50% of their fleet wasted in siege frigates.
The game needs both things. -Better AI. -More settings for AI. A "very hard" and "impossible" setting, with cheating AI. The best would be a % bonus to money/resources.
You don't have to kill his ships, but to kill his planets. And planets can't retreat. But yes, you need 2 hours to wrap up a game where it's clear it's won already. In 1.03 the AI can surrender so let's wait.
[quote] One capital ship and a few frigates can take care of pirates pretty easily, especially on a planet with decent defenses. I usually don't even bother to bid against pirates. I welcome pirate raids as I use them to level up my capital ships. Once a capital ship is up to say level 4 or 5 I cycle in a new capital ship and repeat with the new one. [/quote] Jeez. Brad, could you actually read the post? The problem is the AI and
I read somewhere that there are differences between some races. Like, Vasari Missile Frigate makes AntiCapital damage instead of AntiMedium.
Raiding can be be worth it, not becuase you win credits by raiding, but becuase the enemy loses buildings that he has to rebuild later. But it's hard to raid, everything has so much life (hit points) in this game. You can't attack, destroy a few buildings and retreat fast, really.
[quote] Name a single other unit in the game that directly neutralizes a defensive structure, a cruiser-class carrier and best of all a capital ship *AND* does so for cheaper, with a lighter research investment. Cobalt Frigates cannot use their 'sabotage reactor' ability on capital ships for a reason - they're supposed to be powerful, and a mere frigate shouldn't stand a snowball's chance at defending themselves. It takes only one or two flak frigat
Here is a hint for you: don't play FFA. Of course in a 2 vs 1 situation the side with two players will have advantage. But that's Free for all, free to be allied with some players, free to have to call for help to another player, to try to fight everyone alone (or die trying), free to stab in the back another player in the middle of a battle, etc. Play with locked and balanced teams.