Today's feedback (might be updated until the end of the day, will be aggregated in the first post) Quality of Life - Add an in-game feedback report (see what Songs of Conquest has done in that respect) : you press the "B" key 3 times, it opens an input window with current screenshot. You can Explain the issue, severity, repro, circle around stuff on the screenshot, and explain your problem/experience/suggestion. This could s
Ryo_Wufei
Today's feedback (might be updated until the end of the day, will be aggregated in the first post) Sound - Phase tunnel opening and phase traveling sfx is too loud when the camera is close. It's especially annoying when playing Vasari Exodus because the camera is on your ship. Maybe it's particular to my setup because I use big loudspeakers but the sound is not loud for the rest of the game, yet these sfx just kill my ears as the volume seems much higher.
Today's feedback (might be updated until the end of the day, will be aggregated in the first post) Quality of Life - If there were a way to "reorganize" the order of targets to shoot at (just like there is a way to reorganize research), that would be great. So that when the ship you're targeting is escaping, you don't have your whole fleet chasing around and you can remove it as a target or put it at the end of the list without redoing the full list of instruc
Today's feedback (might be updated until the end of the day, will be aggregated in the first post) Quality of Life - Another thing I would love to be able to automate : ask a ship to retreat when below a certain % of hit points. It is hard to micromanage everything and doing all of these actions gives the game a "starcraft" vibe I like less. - I have 2 fleets : A and B. I decide do build 30 ships for fleet B. At some point after 10
A bit more :) >> Love + Forgot to mention this but I like that now colony ships don't settle on the planet immediately and wait for dangerous siege frigates to be destroyed first. Quality of Life - I would love to be able to assign "target priorities" to my ships in advance (like a default behavior). For instance : This group of my ships should attack the weakes
Here are the things that tend to be ignored when asking for fleet reinforcements (recruiting from fleet screen), even assuming all travel routes are safe: Splitting delivery across different system factories in a clever way Close factories under construction tend to get all the production (would be more efficient to start queuing from existing factories to start delivering) Further factories that could help deliver faster if used too instead of concentratin
Ooh thanks, will try that :)
>> Neutral & Suggestions : = Did I hear correctly a Vasari ship say "You HAZ no chance"? >> Feedbacks for improvements : Visuals - Some abilities are only visible when the camera is very close, which is annoying to react if cast by an enemy (eg: subspace rupture). - More variety in the way s
A few more things >> Feedbacks for improvements : Missing Stuff - It seems random maps never generate wormholes or multi-star maps - Stellar Phenomena Quality of Life - You cannot queue a collect derelict with another action (it will cancel the collection)
v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false 21</
+1 this is a must. So far to make the ships face the appropriate direction I need to "move them around back and forth" but they tend to totally reorganize and no longer be aligned in a relevant way.
I can totally relate to this when my reinforcements were all queued from a factory that was waiting to be constructed in the current gravity well instead of starting to build on another factory that was 1 or 2 jumps away. The optimal thing would have to start building far away then optimize the queue on the way once closer factories were available. The game should just evaluate the time to deliver (factory build time + factory availability time if already busy + ship build time + s
That would be a great idea. Possibly also filtered by yields... etc. (like the Civilization screen where you can instantly see all of your cities)
Yes, that one is crazy. But there are also some ships that talk too much. Overall, many lines of speech are too frequent, too long and too repetitive.
Added a few more remarks of what I stumbled upon during the weekend. Thank you [e digicons]:)[/e] >> Feedbacks for improvements : Visuals - Ship color customization seems very limited. I can't find a way to get the more vivid colors I expect for my fleet. Also moving from 1 to 2 colors even changes the tone of the first color. A bit more free
Thanks for your answers :) I usually play Vasari but started with the "boring humans" before the weirdest factions^^ Indeed, that's a "pointy" icon so it should be fine once I'm back to the big manta ray. Thanks for the guides ! Will check them out. You are right, there is an "expand" button below the image that I totally missed (even after you mentioned it !). When it's collapsed, it looks like a basic game marquee ^^
I've been playing quite a bit on Sins 1. I'm not a professional player but I've spent enough time on this brand to be comfortable about my feelings below. However, I have not intensively played Sins 2 as it was just released yesterday and I was not part of the open beta (So it is likely I missed a few things, please be indulgent). This first post will compile all of my subsequent feedback. I will reorganize it a bit over time also to make categories clearer.
It seems the GOG store has been updated in between. The DLC is now available again for a separate purchase. As for me, the problem is solved [e digicons]v_v[/e]
Sins of a Solar Empire Definitive Edition is now updated on GOG with the missing DLC Minor Factions (yay)... but... it is sold 89,99€ and can only be sold as a whole. So it seems that to get the small DLC that was missing, I have to buy everything again... I already own the definitive edition on GOG as it is part of my library. I have everyth
Maybe I was too enthusiastic expecting a clear answer/closure. I tried to PM community management 2 months ago as they promised to look for some info... I know my message was opened and yet never answered. That's another example of abyssmal communication. GOG users are not worth a DLC, neither are they worth a reply.
Well, I'm afraid we won't have any unambiguous communication on that topic anytime soon :( GOG users are a minority and it's easier to continue to "ignore the issue" than replying about it which would keep the topic/problem alive and visible. However, I would rather have a clear and official "this won't happen and here is why" post. Customers would be unhappy, but at least this would give a chance for us to understand and move on (unless that post already exists and I missed it).
Hello guys, sharing the sentiment here (expecting GoG to be on par with Steam on SoaSE). @Shismnavigator said on another post he will try to have a more official/unambiguous statement on the topic soon. Considering the delay since the first release I don't raise my hopes too much but good news is always welcome.
Understood and thanks for the kind reply [e digicons]|-)[/e] This will be my last post on this thread, great holidays to you.
@ SchismNavigator: Thanks for the quick reply. Rest assured, the purpose was not to resurrect an old topic for pleasure. I hope you will forgive a fan, but as you may have noticed, this game meant a lot to me and my group of friends. Sadly,