Rexandros

Rexandros

Joined Member # 670518
1 Posts 10 Replies 411 Reputation

[quote who="Darvin3" reply="9" id="2870801"] Most people seem to think that reflex is the primary determinant of micromanagement skill. It isn't; virtually everyone under 30 with any video-game background has sufficient reflexes to play Starcraft at a respectable level. What holds people back is actually an inability to multi-task effectively and to plan/execute tactics in real-time. Sins, due to its leisurely speed, has effectively no reflex component. However, t

10 Replies 32,800 Views

We should also add, in Sins of a Solar Empire favor, that they're about to release another patch which promises to improve stability and performance on systems which have access to more than 2gigabytes of memory. This is actually pretty great for Sins!

10 Replies 32,800 Views

As the above poster mentioned, there is a fair bit of difference. Sins of a Solar Empire has no campaign, for example. Meanwhile, Imperium Galactica 2 is a shining example of how a 4x game should do a singleplayer campaign (ie like Alpha Centauri). Sins of a Solar Empire is more of an RTS with 4x elements, but is completely worth your buying dollars. It looks great and is quite addictive despite the lack of a reasonable campaign. I'm no pro at the game, but y

10 Replies 32,800 Views

All these ideas are, ultimately, good. One that perhaps has already been mentioned that I would like to promote for further support is the idea that you have to actively use magic to "renew" the land around you. It shouldn't automatically turn green; as a different path, you could perhaps use the adventuring tree to find an artifact to assist you with this, or maybe go down the civic route to unlock advanced forgotten knowledge about how to use science (such as it is in Elemental)

41 Replies 135,581 Views

I scoured the forums, and the only other one I found that was similar to this I went ahead and necro'd, just in case. The main problem with 1.11 lies with waiting for combat animations to carry out when you just want to order the rest of your units. If you add in a simultaneous method, it will add depth regardless of what combat path they went with. You can just plug it in, thus the beauty of this. I imagine that if they're reworking other parts of the engine, this w

3 Replies 3,874 Views

[quote quoting="post"] - First of all, I'd like for groups of units to be managed properly on the battlefield, meaning, no more 1 on 1 duels while the rest of the squad watches, that's just incredibly annoying. The current dice system we have is ok, but I think at least the animations should be changed. Seeing all the troops from 2 squads of troops fighting each other simultaneously would be really nice to look at, at least. [/quote] This, oh god this. Watching a squ

6 Replies 8,749 Views

I hope someone has already made this suggestion, but doubtlessly it is buried within a host of other suggestions. I feel that the following idea, however, deserves a post devoted to nothing but the idea itself. I think this will go a long way to both making tactical combat "quicker," but more entertaining as well. Instead of the current system whereupon you move a unit 1 by 1 during your turn, waiting painfully for the animations to finish before you can do anything else,

3 Replies 3,874 Views