what do you think? I think it would be a really good idea if you would just edit your post instead of spamming a new post every half hour. I like the system as it is now. It forces players to either build a balanced fleet or accept a certain weakness. Besides all capital ships have fighters to defend them from bombers should you feel the need. <br
Blarko
Wow, I think there's only one awnser to this problem. Total gauscannon defense platform cascade overload. I'm fairly certain there a pixels crying in a corner somewhere. Boy you like gauscannons. But seriously, it bombed on my system too, even overclocking didn't really change anything. I have however played larger games with more units without this kind of lag so there must be somethin
I'd also like to chime in on this thread. I’ve been running SOASE on a x2 4400+ and a 8800GTX at 2560*1600 in Vista with every graphic option set to the max. I’ve used all different vista drivers from the very first one right up to 160.04 (one of the most recent) and I have never had this or any problem like it with SOASE. (I’ve never had a problem with galciv either ) I’m going to create a dump email address tonight, could you send me a save game file and ill have a
I would like to start by telling the developers I really appreciate all the effort they’ve put into beta 2/ I’ve been having tremendous fun with Beta 2 so far (havn’t really had a lot of free time though) and the games seems to be progressing nicely. One thing is still bugging me though. Every map is basically exactly the same, you have exactly the same the gravity-well with a planet smack in the middle. This makes the game fairly repetitive in the long run, as soon as you re
Hmm...*sneaks up to random game dev's and bribes with vast amount of money* TELL ME WHEN BETA 2 COMES OUT! 'Pacman 7: Pacman of the damned' BETA 2 is coming out in oktober. Feel free to send a lot/all your money to my account.
Am I just insanely lucky? Or is it just Vista64 that’s the problem? I’ve had zero problems with Galciv2 or DA and vista. I’m running the game on a x2-4400 and a 8800GTX, 2 gigs of corsair ram and creative X-fi. (basically a recipe for disaster with Vista) I’ve run trough numerous games over the past month and had zero crashes. I’m currently using the 158.24 drivers and have also used 101.70 and 100.64(?), 97.64 drivers extensively. None of these drivers have giv
Whilst I agree that better or more impressive would be cool, but would it improve game sales enough to justify the expense? This already is a niche market game, I don’t think better graphics will convince anyone to buy it if they don’t like the core gameplay or the complex empire management options. In the end it’s just a matter of simple economics, every hour a graphics designer has to work to jazz up the effects is going to take a bite of the budget. The budget is finite, s
Shoot you should try it at on dual 30" monitors at max resolution; it looks glorious!! I'd love to see the rest of the specs that create exceptable framerates in any game graphically intensive game. Just a single 30" is enough to bring most graphic-cards to their knees.
Relativistic effects are going to influence you long before your reach C first of all, its "c", not "C", and while relativistic influences are always at work, they do not work as your author described them. just because your several light-minutes away from your enemy doesnt mean that you wont be able to see the bullets coming, in fact it would be supurbly easy just to move your ship around to dodge any kinetic weaponry, regardless
the thing about science fiction... its fiction. I doubt any of these men have any idea what relativistic consequences come out of distance. and it still has no real affect unless your weaponry shoot at near c. Either you are still not getting it or you posted that last sentence backwards. It has a most profound influence unless you find a way to fire you’re weaponry at or near C. Relativistic effects are going to influence you long before your reach
There are a number of book which describe the inherent possibilities of space travel + space combat, with fleets being very far apart and limited by the speed of light. Larry Niven’s Protector, has a good bit about combat several light month’s out. And John (or Jack) Campbell’s ‘lost fleet series’ of book which mostly deals with large battle fleets separated by huge distances. Both are quite good and rate an 8 and a 7 on my science fiction scale of literature. (Ranging f
So any actual combat Is probably going to be a fairly close range affair, a couple of light seconds out max even a few light seconds is way out beyond the moon, and that isnt really the range of the grav wells IMO. not to mention; who's to say when you see the fleet ariving? what if you have a unit right there? what if your planet is the closest object? what if you have a unit somewhere in between those maximums? thats too much. But battl
@Blarko I have to agree with Kryo and the others who point to the gravity well size as a being a major issue. I really don't understand how you interpret the well size to be bigger than what they are (variable scale, maybe?). The main reason why imagine te gravity well area size being different is the number of stars and planets in the galaxy. The way it's depicted now is 1 to 4 stars depending on galaxy size and up to 100 planets.<br/
(the gravity wells are most likely in the light-seconds range, so it could happen but any effect would be miniscule), beat me to the bullet. after all, light from the moon only takes a second (1) to reach us here on earth. the only real thing this does would be a causality issue for phasespace. instead of detecting your enemy approaching you would see them when they reached your gravity well, and a visual duplicate of them wo
Thanks for the reply Kryo, I can understand that reasoning. It probably has limited appeal to anybody except ‘space nuts’ like me. The same goes for complexity and micro management, I really like those. But I’m aware I’m a tiny minority in the gaming community. It was more of a brain sneeze than any real applicable idea. I don’t agree on the scale problem, but that’s just how I interpret the scale SOASE systems. I like to think there’s a fairly large amount of space around each plan
I would like to see point defense systems in the game, but I do agree it would only be an eye candy feature. Therefore it’s not all that high on my wish list. Unless massive torpedo ship crippling torpedoes are introduced which can only be destroyed by point defense systems. It could be interesting add massive damage, a specialized capital ship, a slow of fire and a high probability factor for destruction by point defense systems and it could be tactically interesting. And not all
This is just a suggestion but I would like to know what you people think of it. Space is vast, in fact is staggeringly huge, this means that ships, planets and other objects are far apart. So far apart that light traveling between ships, planets could take a couple of hours. I’m not entirely sure on the physics of SOASE but I’m assuming that the speed of light is still the limit outside of phase-space. Because ships are quite far apart it would take a certain amount
I’ve managed to find the time to play a bit more last night and I have a couple of suggestions. UI I would like to see some indicators that blink where each warning message is coming from. On large galaxies it’s quite difficult to discover where the action is. I would like ships to blink on the strategic view whenever they are under attach or about to jump. I would like some sort of visual recognition if a planet detects inbound enemies. Queue-able build orders would be g
Pathfinding could use some work. I've had a capital ship bump into a astroid for over a minute last night. The ship would fly against the astroid be bumped back and then fly into it again and again.
2560*1600 It's also nice. Not to be nitpicky but to what end are you collecting this info?
First post here, Hi. I've only tried the beta for a moment but the following things caught my attention. The middle text in the galaxy creation screen has the tendcy to be to large for the frame and run over into the next piece of text. Zooming in or out seems to take an inordinate amount of processing power. Other than that the game runs fine in 2560*1600. Windows vista X24400+ GF8800GXT 768 mb vidcard DirectX 10