It seems the issues related to font sizes still persist. As an example I have inserted an example of the planet screen being affected by this issue. Why not just resize the font of the information if the information "leaks" into other parts (labels, graphics etc.) of the screen? The issue is also on the research screen where at the bottom left the research numbers "leak" into label. Al
Snowraven
I think if multiplayer is not stable the game will catch a lot of flak and tank because it is very a sought for feature these days. People on Steam are also not as forgiving as people here, in fact ferocious relentlessness is one of the hallmark features of Steam community. That's where I am getting my ill stomach feeling from when seeing release date and checking the actual state of the game. I would not even consider it even close to stable enough for a release from a singleplay
Let me preface the whole thing by saying: That I don't mind pirates being an active part of the game. However I feel like their purpose being primarly an early game nuisance. As it stands they are little more than an aggressive separatist faction. They lack actual pirate character so to speak. So here's my idea: have separatists actually exist in a game as scale of your system's morale, have them act like pirates do right now have pirates still inf
Steam allows a lot privacy and as per privacy policy any information shared with other parties is anonymized. I'd wager it's not more or less than what you're sharing using Google or sites using trackers. If it were any different then cases of privacy abuse by Valve would be epidemic and pretty much a common point of criticism.
Looking forward to specializations. Right now it's just techtree convolution for the sake of adding more time to research techs. However I hope it's actually ending in having to make a tough choice.
I have made and linked some quick&dirty mockups in the OP to give some examples. Although unfortunately I don't have PS subscribed right now so I had to do with standalone FilterForge. Well, I hope it's partially visible at least ;) @ androshalforc : I like the idea of different type of asteroids with different bonuses. Asteroids with lots of
Sorry about my laziness here, added paragraphs :) I agree, nebulas definitely need to be more diversified, even slightly grid by grid they are occupying. I guess asteroid belts are okayish by diversity in graphics right now but they could use some slightly less monochromacity as well. Right now they are just the same shade of brown. :)
So I had this idea when I looked at the map and saw the same black hole graphics littering the map, same nebulae too that maybe we could spice it up a bit. Something like the Mutara nebula, the Mar Oscula Nebula and similar unique locations, something which would also diversify appearance of the map. Black holes which do look nice by the way could use perhaps randomizing tints of accretion discs and having different graphics for them as well would be enough. Essentially it wou
[quote who="Ryat" reply="16" id="3490930"] And remember Sins of a Solar Empire was created by Ironclad with Stardock as a publisher. Hence why it is single core. [/quote] Is there actually a causal relationship between both? Not sure if Stardock would have refused to publish a title in 2008 based on lack of multi-core support. I think the concept itself counted for more than a design doctrine at that time. But if they had developed the whole game inhouse then probably it wou
I am pretty sure they will use a scalable design for multi-core support. Steam survey shows also a surprising amount of laptops having at most 1 GB video RAM and running at 1366x768 or lower resolution. I think it's safe to say it's a good tool from where you can go from, your lowest denominator so to speak. From there only the sky is the limit. [e digicons]B)[/e]
Just encountered this as well. I first thought it to be a display error but nope, seeing I actually get "not enough credits" shown when trying to build a starbase showed me that it's truly a signed int number being used. I recall stumbling over a similar issue when coding for webgame as well. Back then I just tricked the system by using single-precision FP numbers. But that was in 2003! If it's a true 64 bit application then numbers can be natively computed within the same con
Actually I like most of the themes, it's just the planet theme standing out as grating. ;)
Would be better if it there were more themes and if they did not restart everytime (just fade them out and resume from last point tbh). Yes, it drove me nuts yesterday. I blame it for being grumpy at work today. In my opinion they should have opted for more ambient themes depending on planet type, the current one sounds like from a customer holding loop. "Please hold the line!"
Thanks. That explains it up really. Well, that means workaround is basically just to keep a 1 module constructor design ready :)
For some reason I can't add more modules to some starbases and they remain greyed out. In addition the constructor is added to defense. Am I missing something?
If you've got multiple Hyperion Shrinkers in your empire and your ships are (auto-)designed with their provided stacking miniaturization in mind then deleting one will lock you out of these designs. I understand that this supposed to happen because otherwise you could just delete them once you have your final design(s) however it would be nice if there was some sort of notification for this to happen. At best you could just list these ships as sort of impossible to build and in need of re