I'm sure I'm like many in having been playing Sins since it's release (and since the original early access). This looks like it's going to be a great resurgence for SOASE. After playing my first complete campaign in the technical preview, here's some of my thoughts. There's some bugs, some design iffyness, and just some general musings. UI/GRAPHICS Garrison needs a X / max display Icons blend to
Daishzen
Personally I have to believe this is a memory leak issue. Every time that the game has stopped responding, I have opened task manager and the memory being used by Elemental is somewhere in the area of 800,000K-900,000K. I'm pretty sure that Elemental should not be using 100X the memory of games like Starcraft 2 and C&C 3 and 4 or the indie title Star Ruler for that matter which does an entire 3D galaxy with a fraction of the computing resources.
thanks piderman, I was looking for the wiki, but couldn't find it.
It might help the Beta process if we had a readme document or forum post that laid out the current controls, what is supposed to be possible and what is not, how the economy currently works or is supposed to. Right now, I don't know if I'm seeing bugs, design decisions, or just my own misunderstanding of the game mechanics.
Hate to bump this, but I need some suggestions besides the obvious.
yep, I do, still had it checked from being on the sins beta. no elemental. I'm wondering if the fact that I somehow wound up with two serials to elemental has something to do with it.
I've got a similar issue. I tried downloading the installer from the link in the email, it downloaded, installed impulse, but no elemental. when I check my registrations, elemental is there, it just won't download.
ZOMG, I don't think you read the whole post. [quote]I do have the show pre-release versions box checked. Any ideas?[/quote]
I received the email telling me that I could download the Elemental beta, but the download link just pointed to a download of Impulse, which I already had. My impulse account has elemental registered, but it is not downloading and does not show elemental as available for install. I do have the show pre-release versions box checked. Any ideas?
in a word, hell yes. ok that was two words. The one thing that has always miffed me about Beta programs is that they aren't really to improve the gamer's play experience, but that they are designed to improve the technical performance of the game. A beta that would allow the gameplay to be improved as well as the technical factors is I think what we all imagine when we hear about a beta test. This would mean new content getting added not just tweaking existing content
Harpo, i've done some tinkering with Goafan77's directions. and in order to get the independent colonies like with the slider in the map designer, simply set the "colonize chance" field in the text editor to 1. Also, if you are using templates, the planet owner and colonize chance fields for the template itself have to be set to "RandomMilitia" and "1" respectively. and the owner is case sensitive. just tried it on a map I've been working on, and it works beautif
Everything you said in the post was great, but I think carrying over the PJI from beta as is to a starbase ability is a bit overpowered, i think a PJI ability that drains antimatter slowly over time would be better, or you could have the PJI be a targetable subsystem of the starbase so that you could knock it out of comission to allow a raiding party through. after all raids are a valid strategy, but they shouldn't be so easy to pull off.
Anyone know where the map designer in Sins saves the maps that it creates to? I've looked in the galaxy folder, and it only has the official maps.
So, if grav well control is supposed to be what entrenchment is fixing, then we need some actual grav well controlling units. Frankly, entrenchment wouldn't have even been needed if we'd still had the mark one phase disruptors from beta that prevented phase jumping instead of just slowing it. I know I had plenty of pitched battles with that to keep my grav wells from just being stepping stones. Admittedly it was a bit of pain if you got trapped by one, but that was the whole
This is a pretty simple bug, the colony pods upgrade on the vasari starbase is buildable without being researched. Doesn't seem to be any complicated way to trigger it, it just doesn't require the research.
So, in my most recent game, I was blocked off from expanding, needed some extra production and resource structures, and then said to myself, "I've researched everything militarily that I could possibly need, Why don't I get rid of a few labs?" Imagine my surprise when my production of my high grade units ground to a halt while my upgrades and abilities continued to function. Now, if I understand Research correctly, my empire researches a tech in order to completely understand it and ha
gotta go with the % chance to have a phase engine burn out on the other side of the phase lane, makes pji's actually have an effect, and if you really wanted to wheedle their fleet down, you could follow them with your fleet to finish off the lamed ships. I'd also like to see another level of hangar that deployed a few small frigates to assist in defense. They'd have a little more firepower than bombers, and be alot more durable. A defended planet should be a tough nut to crack even on its ow
it just acts like the shields are down so by the time the shields are down and all your other weps come streaming in on the hull, the hull is already down as much as a quarter or maybe even half strength or less, depending on if the enemy fleet had any shield booster ships in it. When a ship is hit with phase missiles, it takes hull damage unless its phased out. Its hard to see some of this because damage currently isn't assigned to a target until the end of the weapons firing sequence
[quote]LintMan February 11, 2008 22:45:45 3 - It seems only 1 thing from either Mil, Civ or Fleet can be researched at any time. IMHO Mil and Civ use separate res. centers, so their res should be in parallel. Failing that, it'd be nice to know which item is currently researching so I don't have to hunt through the 3 trees looking for it. And it'd also be nice to somehow see the order things will be researched in, if I have a bunch selected 6 - make cap ships a more affordable in term
I'm just going on play experience, buth in final and beta. When shields are up, there is no damage done to hull whatsoever unless its a shield negating attack, like the vasari phase missiles. If the attack negates the shields, from what i've seen, it acts like there were no shields to stop it.
One more thing, could we get the shift-click muliplier function for buying from the black market back? and an option to change the key binding for the menu
Couldn't edit, as someone else posted. So what was left out of the previous post: Diplomacy: A summary of current relations between the different players, something that shows who is allied with who and what not. This could require an espionage research or something. (obviously for a later patch) And can we possibly give missions to factions? Last but not least, could the NPC Colonies be diplomatically interactable.
So, I forgot a few things in my previous post. One thing that really annoys me is that damage is not assigned as it happens, but at the end of the firing cycle, this means that a ship that is at 1 hp and 0 shields does not die until the end of the firing cycle of the ship(s) attacking it. This leads to ships being able to contribute damage long after they were technically destroyed, it also leads to shields recharging to a level that they would not have recharged to if damage was assig
shield mitigation doesn't affect damage done directly to the hull, i.e. shields down or negated. What it does do is increases the efficiency of the shields so that 250 shield points with only a 15% mitigation factor will take much less damage before dropping than that same 250 shield points with a 75% mitigation factor. because of this, the vasari tech to have missiles ignore shields is very useful, especially if the fleet you are fighting has some nice shield regeneration abilities. i