EvilMushroom

EvilMushroom

Joined Member # 2439991
1 Posts 2 Replies 354 Reputation

[quote who="Ticktoc" reply="2" id="3621624"] When I select three engineers and queue up three buildings, each engineer should build a different building. I don't want that behaviour. If I select three engineers and queue three buildings I want them to work together one building at a time. [/quote] That works for me as well, the point is that they are not standing idly by when there are ord

9 Replies 15,572 Views

Now that I have played it a few times, I have formed a play style and can give better feedback based on how I use the user interface. I find myself spending a lot of time trying to keep my armies and control groups in sync. I need them to be in a control group so I can see where they are at a glance. I need them to be in an army so I can manage the whole group while only having to se

9 Replies 15,572 Views

Placing buildings is fiddly. For quantum relays, I notice the cursor ends up about an inch to the right of the building, making it difficult to place. As far as making placing buildings easy, the latest version of Starcraft seems to have nailed it. That grid not only shows you the valid squares where the building is now, but also which squares nearby are valid or invalid. Starcraft did a fantastic job with this and I suggest trying to do something at least as good. I have not been abl

2 Replies 16,702 Views

What I find most maddening about an otherwise great game, is the difficulty in finding information about even the most basic gameplay mechanics. Take diplomacy for example. When I pull up the relationship screen and select an opponent, I get a list of 14 different things that explain their relationship with me. However, I can't create a pact, because MY relationship with THEM is not good enough. But I get absolutely zero feedback on why this is. If there wa

0 Replies 6,550 Views

On the unit screen, where the stats are listed, add tool tips to explain what the stats mean. On the inventory screen, allow us to switch between characters. Use different icons for researcher, lore master, farmer, etc. On the equipment screen, add a visual indicator that allows us to tell if a piece of equipment can't be sold. It will save a trip to the merchant only to find out I have nothing to sell. In both the inventory screen and the shop, list the

0 Replies 2,938 Views

This is my absolute favorite genre, and I am so glad you made this game. My first impression of it is that it has great potental but is too unrefined to win over anyone but Master of Magic fans. Here is what I hope you find constructive feedback. Good: I love the fact that there is so much to this game. I feel like I am completely lost in the complexity of it all, which is very refressing considering how dumbed down modern games tend to be. Neut

1 Replies 2,805 Views

I have the problem in beta 3 where it will not place at all. It won't show up in the queue. The area where it should go doesn't highlight. No materials are consumed.

12 Replies 4,395 Views

You can queue strike craft in hangers before they are built, it feels like this is simply an oversight. Either way, it is annoying. First of all, it creates a time window when there could be strike craft built but there are not because I have not noticed my hanger bays are finished yet. Secondly, to keep track of which starbases will need strike craft, I have to leave them pinned for longer, cluttering up the fleet management area.

0 Replies 1,673 Views

I understand and like the way Sins upkeep system works I also understand and like the WarCraft III style of scaling back on the upkeep I also understand and like the Starcraft style of no upkeep They change the game in different ways, just like I play different games when I am different moods. So I propose a peaceful solution that should make everybody happy, and will keep me coming back to Sins every time instead of playing those other games I mentioned. Upkeep Preferen

56 Replies 49,355 Views

When a ship newly joins a fleet, it should inherit the grouped movement status of the fleet leader. It is irritating that I keep having to re-specify grouped movement every time a new ship joins. Display a planet's tactical/logistics slots as used/total rather than just total when I hover the cursor over the tactical/logistics buttons. It is irritating to have to do the math in my head to see how many slots I have free. Mouse wheel on empire tree should zoom in centered on th

1,040 Replies 566,829 Views

The 'K' key does not properly put the ship in auto attack mode Sometimes auto attack mode does not properly provide the text that indicates it is in auto attack mode. The first time auto attack mode is selected, it is automatically deselected. Selecting it again works. I should not have to click the button twice to put it in auto attack mode. Probably would not even have noticed this if the 'K' button worked. Ships in auto attack mode leave auto att

6 Replies 5,512 Views

I know this issue has been discussed before, but I have not yet seen anybody suggest a solution I liked. The problem is that since military, social, and research rates MUST add up to 100%, 2/3 of your industrial capacity is always wasted, no matter how you adjust the sliders. My solution would be to remove the industrial capacity slider, and make the military, social, and research rates independent of each other, so they can ALL g

0 Replies 3,420 Views

Starbase moving: What really happened is that the starbase was created, not on a resource. It did not move. Resource destroyed: What really happened is that a starbase was created, not on a resource. When it was destroyed, there was still no resource there, just as before. The confusion stems over there being two types of influence starbases, those built on a resource, and those built in empty space. <

14 Replies 11,877 Views

I find that the game favors over-aggressive expansion at the beginning. I just purchace a colony ship every turn and gobble up every planet I can until there are none left. As my opponents can't invade until they have researched the "planetary invasion" tech, I dont even need to worry about defending them at first. I research stellar-cartography first, then propultion techs until I have my planets. I also make sure I turn military and social produc

7 Replies 6,627 Views