So, does this mean this is a solution that we'd all agree to? That is, to increase the anti-matter cost of strike craft replenishment on light carriers. It sounds easy to implement...but sometimes what sounds easy becomes very difficult whaen you go to actually implement. So... If we are all in agreement, what say you Ironclad and Stardock? Would this be something you'd be willing to take a look at?
dfalken
You know, that's right... (about the use of anti-matter). It's such a slight drain that I didn't even notice it. Seems to me the right choice would be to up the amount of anti-matter it takes to launch squadrons. That would let the carriers run out...eventually, and it sounds like the capitol carrier can do just fine with the increased drain. Do the rest of you think that would work? It'd be a quick, and easy fix and therefore it'd be more likely to
No... They should, however, cost antimatter. That way you aren't fighting an endless wave after wave of replenished strike craft. There has to be a limiting factor.....
How about the carriers use antimatter to replace downed strike craft? That anti-matter should do something other than let it jump. That would allow the flak ships to clear the skies eventually....not fight a never ending wave after wave of strike craft. Limiting the range isn't the answer... I still would like to see the carriers get some sort of weapon, but maybe that's not the right thing to do until some of the other ships are tuned a little better.
Awesome, thanks for the info. I appreciate the help....a lot! :)
Sorry it's taken me so long to reply. Thanks for the help. I'm still not exactly clear what I need to change though. Sorry, it's probably obvious and I'm just missing it. Which file should I rename? If you could post the path that would really help. Thanks! Oh, and if that's ll it takes, why no patch? Sounds like an easy, quick fix that someone could throw together and post to Impulse pretty fast. Is it that with all the other p
Oh, I still think the carriers should do something else... The capital carrier has weapons, albeit balanced to take into account it's strike craft payload. I'd just like to see those carriers doing something other than just sitting there during a battle. At least give them the ability to defend themselves from certain threats. Point defence makes sense here....
I LOVE SINS, don't get me wrong. I just have one small question. Why do the carrier ships have no ability other than to create and host strike craft? It might be a balancing challenge, but these carriers should have some defensive abilities and not rely on thier strike craft exclusively. Even the colony ships and the scout ships have a weapon. The carriers should have some sort of attack ability too. Maybe point defense turrets....something....
My biggest hope: That this game can live up to my 15 year long wait's expectations. I'm extremely excited about this title. :) My biggest fear: MoM 2 = MoO 3 Seriously though, my biggest fear is that Elemental won't be enough like Master of Magic. Master of Magic, albiet limited by the tech of the day, was one of the greatest games written....in my opinion. Lords of Magic by Sierra was a nice game, but ended up having too many technical pro
Ah, Elemental. Now that game, I've waited 15 years for. I'm really expecting a lot from you guys. No pressure though. :) Since I'm on satellite internet I'll be a single play guy for a while, but I am really looking forward to the success of DemiGod. It's a wonderful idea, and I know it's going to be popular. PLay balance it gonna be critical, but just don't nerf my favorite DG. LOL! Seriously though.... :p When the next bu
Starbases.... Wow. I'm loving them. As Advent, my station is incredible. The AI won't engage them. They just stay at extreme range and try to jump out of the system ASAP. Will the pirates engage them? I guess a better question is, will the pirates attack a lone station in a non-colony grav well? Anyway, I'm really enjoying Entrenchment. Thanks to Ironclad and Stardock for making such a nice expansion possible.
Ok, I'll chime in here. Everyone has posted eloquently thus far. I'm proud that this hasn't become a flame devs thread. :) The only thing I can add to this is the bit on Rule #2. Finished state should be defined as "works as advertized". That would cover all genre of game, and would put more importance on the add campaign for a given product. If you say the game will provide X,Y,Z....then it better provide X,Y,Z without errors. No piece of cod
LOVED the Master of Orion series! That and Master of Magic are my all time favorites. MoM being my all time favorite game. I'm hoping Gal Civ 3 will incorporate the tech "options" feature from MOO2. I liked being able to keep an old tech viable for a while by gaining advancements like rapid fire, armor piercing, ect. That added a lot of flare.
I don't know what it is, but this latest build has just the right formula going. I've had more fun playing this build, in single play mind you, than any of the previous builds. No tedium, no balance issues, no over abunance of flag management. It is a tad laggy on my box, but tha'ts probably because I've got my settings turned up a bit too high. Like I said, I can't point to one specific change and sya that's the it, but for whatever reason, this build has the right mi
Another minor bug. It missing the graphic on the screen that pops up when you build it. The Galactic Wonder screen or something like that. Is this the right place for such things???
Someone may have already mentioned this somewhere, or it may just be me... It seems that the center chect piece on the evil robot doesn't move with the rest of the body. It's the backlit vent or grill that's in the center of his chest. It stays stationary while the rest of the body moves. Anyone else seeing this? Might just be me. I really never noticed it before. I'm not sure when it started.
I'm just curious, why is there so much hate for the Rook? He's big, strong, and hard to kill....but he's also slow and sort of limited into a specific role. He's not as diverse as say, Regulus. I'd hate to see the Rook get overly nurfed as he's a very nice concept. It's something that should be killed from a distance or just avoided, sorta like the Unclean Beast. Maybe, just maybe his create a tower or light skill could be removed. I know it's a nice tactic
I'm curious, how would others feel about adding graphical representations of the items/upgrades a DG gets so your oponent might be able to recognize that, say the Rook has level three Hammer? Some things needn't be literal, like the items, but a color change or added aura or glow could be used. I should be fairly easy to implement, but would it be fun?
Could someone in the know explain how these work? I've never quite figured it out. I watch the refinery ships make thier runs, but I'm not quite sure what I'm seeing. I think I've figured out trade, but a quick rundown on that would be great too, just in case I'm way off. Thanks!
In my opinion, level 25 is a great limit. Lowering it would just frustrate players whose games run long. Slow down leveling a bit, and leave the rest alone. It's great the way it is..... One thing that might go a long way to slowing down leveling is to remove the xp leaching that comes from standing next to towers of choke points and gaining xp from the death of minions you don't even touch. Make the Demigod earn his own xp..... That would slow the
Hrm, they should decrease that time if they can. If someone doesn't realize they get those, they'd easily miss out.
The splash screen said that this is just a prt of what is coming, is that still accurate devs? If so, wow.. Even if not, kudos. I'm loving these starbases and turret upgrades as TEC. I've not seen the stuff for the other races yet. I can't wait! Thanks Ironclad, and thanks Stardock. :)
Hrm... 1)Keep your mouth shut. 2)Rack up the wins. 3)Pray that the good times last. 4)Mourn it's loss when it's patched. Nah, seriously... I don't see what the big deal is. Just report it to the devs how it's outlined in the OP and wait patiently for a patch. In the mean time, do try to resist the urge to utilize it, cause no matter how bad you want it to be...using exploits isn't "creative strategy".
Anyone else feel thier heart skip when that Update tab pops up? I'm currently in line for the beta of Entrenchment, the beta of Demigod, and Elemental (Which will be a while I know). So when that Update tab pops up I get all giddy. This last patch for Sins had my heart leaping for joy, until I saw it was just a patch and not Entrenchment. :) I'm on the edge of my seat. Not many companies can get me this excited about upcoming products.
Ahhh! So in this case, no big deal. They have already jumped. Jumping is a function of thier jump drives and not of the gates then. That begs the question, what keeps any ship from learning the coordinates of a point in space and jumping directly to it, bypassing the jump lanes? Maybe the gates setup some kind of buffer for the jumping ships that allows them to jump? A temporary jump lane? Then the energy produced by the ships in transit keep the gate