Sorael

Sorael

Joined Member # 666160
5 Posts 19 Replies 192 Reputation

I think it would be useful to be able to place context sensitive markers on the ground or on a entity. It would work by holding down a key and clicking on the place or thing you wanted to mark. the other demigods would get a brief message and be able to see the marker on the field and minimap. If the marker is not in the visible area, an arrow would point in the direction of the marker. The contexts would be things like, "attack this [object]", "defend this [object]",

0 Replies 887 Views

it was my first attempt to play after a fresh reboot. Unknown structured exception (0xe06d7363) at address 0x7c812aeb Program : C:\Program Files\Stardock Games\Demigod\bin\Demigod.exe Cmd line arguments : Callstack: RaiseException + 82 bytes ((Unknown)(0) + 0 bytes) Last 100 lines of log... A full record of the log is stored in the Demigodlog.txt file info: Impulse asked if we are connected to 13581[7

0 Replies 782 Views

this is the crash log. It kind of looks like frogboy crashed my game :) Unhandled exception: out of memory Program : C:\Program Files\Stardock Games\Demigod\bin\Demigod.exe Cmd line arguments : Callstack: unavailable. Last 100 lines of log... A full record of the log is stored in the Demigodlog.txt file info: NET: using deflate compression for sends to c-68-42-139-148.h

2 Replies 1,331 Views

[bug] - I was playing as the rook on the 2v2 map. I killed an enemy demigod that was really close to me and I got stuck. I could move anywhere until I used a teleportation scroll. I think that I got stuck on the health object that came from the demi god I killed. [suggestions] - Unclean beasts power that increases his damage for a limited time is too powerful. I used it to win in 18mins with a 18-1 kill ratio. combined with the artifact th

1 Replies 864 Views

[quote]This is what I had originally picture sins to be. Basically Moo/GalCiv without a turn button. I do like RTS games anyways, so I'm still having fun with it but it would have been nice to really get a true 4x game with real time dynamics.[/quote] If you want the game to be more 4x then there's an easy way to achieve that. Make well thought out suggestions on the forum. Make sure to be detailed and support your suggestions with evidence. The devs are listening. Be aware

118 Replies 129,859 Views

[quote]That's the beauty of it: In a balanced game, everybody is happy.[/quote] Of course they are trying to get the game as perfectly balanced as possible. Frogboy is just saying that there is a limit to the time and energy that they can spend on play balancing when there are other parts of the game that need work. The other major problem is that a lot of posters are just bitching and whining about play balance when they lose. A lot of perceived imbalances are just people

118 Replies 129,859 Views

[quote] Instead of sending fleets to neighboring planets around a solar system, i think it would be cooler to send them out to many, different solar systems.[/quote] I'm sorry, but have you actually played the game. You can set the game up with a lot of stars (solar systems).

37 Replies 49,744 Views

[quote]The unique thing i miss in sins' diplomacy, is, when i have a peace treat with AI, that i can't ask for help or ask for attack a planet, etc.[/quote] you can, just click on your allies ships

37 Replies 49,744 Views

[quote]But my main question is: what is actually wrong with the idea of a percentage fleet cap? Everyone I've seen (forgive me if I've missed one) just stated that the percentage cap is a bad idea, but no one actually says why. I can't see anything wrong with it - it worked very well in Homeworld 2 (although there it's an absolute limit and not a percentage limit).[/quote] The reason that a percentage cap is a bad idea is simple; it is an arbitrary limit on what the player can do. Rest

186 Replies 121,321 Views

I think the reverie ability of the revelation BC needs to be adjusted. Currently, with three points in that ability, it is possible to lock-down up to three enemy ships for as long as you desire. I have had several battles, that should have been pretty even, end up quite one sided because I was able to keep all my opponents capital ships out of action until I had destroyed all his frigates and cruisers. To me this seems a little over powered. I have been thinking about ways that this ability

1,040 Replies 558,972 Views

Clearly the Vasari are not what people expected them to be... That doesn't mean that there's anything wrong with them. I admit that I was somewhat disappointed when I first tried the Vasari and discovered that the basically had all the same ship and building types as the TEC. Then I realized that there are certain roles that need to be filled for either faction to have any real chance on winning and there's really no good reason to be have radical differences. Also, there are significant diffe

579 Replies 353,801 Views