Was das soll? Ganz einfach: Impulse ist das Stichwort. There is no external link to the patch, you have to download them using the impulse platform via your account on the page My Games.
Extremor
I would suggest more positive thinking on two issues: 1. 10$ is not that much money (unless you've had Lehman shares). Let's assume you've had 100 hours fun playing Entrenchment, that would boil down to an investment of 10 cents per hour of fun. Try to get that ratio at a fast food restaurant, at a bowling hall, squash court or whatever you else like doing... you won't. 2. I can think of two reasons why there is silence around diplomacy and its features: a) IC knows ho
RA, so you are saying in games where you neither have opportunities for a solid trade chain nor good spots for refineries your are building none of the two? Doesn't that screw your mid- to end-game economy as you are probably the only player who has no "extra income" of any sort?
I second EadTaes opinion. In Software Development you do not start thinking of new features once the software reaches an alpha state. That would mean to go back to the drawing board with the whole system to fit these new features into the planned architecture. This is like starting all over again which costs time and money, two things you only waste if it is absolutely necessary (e.g. in case the basic assumptions for the expansion are so wrong that it simply is not going to work).</p
pre-ordered. and curious like hell about the features of the new diplomatic research tree. (keeping my finges crossed that some evil things like espionage and sabotage will be available)
forums went booooooooom!
[quote]If you master a way to allow long epic games to played then you would have more MP on ICO. Currently Im sure alot of SP players also play LAN with friends cuz they can have those epic long games and the ability to save and start up again another time. Another thing is to focus on causal fun![/quote] /signed Now that I get the impression that there are guys lurking these forums who might actually have the same POV like me, I support your ef
[quote]he part about the civics reduced sounds more balanced, you mean?[/quote] [quote]no, the part with just the free extractors sounds more balanced, and much easier to balance if it is not[/quote] Since it can't be the goal to balance the colonize features of Akkan, Mothership and Egg in itselves (**), the desired balance for the Akkan should be giving it a useful colonize ability with an additional feature from the first level.
Being one of these "Single Players who want..." I'll throw in my two cents. Avoiding jerks is not the only reason for me not to play online. (of course it is one of them). Online play versus people you don't know has two other major drawbacks: 1. Of course people want to win (no matter if jerk or not). Therefore you have to adapt the winning strategies: Rushing, Spamming, Feeding, which Single Players (at least I) don't like. 2. No epic games. "unrivaled scale"
[quote]Maybe this explains the low cost efficiency of Vasari ships?[/quote] I'd rather guess Vasari ships start out with a lower cost efficiency because of Enslaved Labor and Optimized Construction which increase the cost efficiency to almost normal level (compared to TEC and Advent) but additionally save credits and resources on all structures as well (thus increasing the overall cost efficiency)
[quote]Turrets cannot move, remember this. A fleet can, a fleet is the best defensive option in the game. Period.[/quote] Versus AI and pirates (in any case) and "normal" players (not the online-super-cracks) TEC turrets are absolutely underestimated and worth every credit. They are cheap, hard to destroy (when repair bays are in range) and with all the upgrades they deal much damage, get range increase and a second (rocket bursts) and even a third attack (meson bolt) not just dealing
[quote]and really, just because wc III made it that way doesn't mean it should be the same in sins. it is a great game and sins took a few of their concepts, but they are different games and I don't want fancy heroes in space, I want hulking warships that I need to develop over time.[/quote] I was only trying to point out that not all other RTS use "researchable units only" and that this concept of available hero units (=cap ships) is neither new nor senseless. [quote]I think
Nay. if any, it has to be the second one. The possibility to choose right from the beginning adds much variety to this game (or at least it should do so, but the choice is not a real choice now) and influences the way you will go in the game (e.g. sova = rush). There are of course typical "starting caps" (mothership, egg, marza ...) because they are the most useful at the beginning. Thats okay but in general you should have the choice at least for the next caps without the res
Another thought on that topic: Since the AI is Advent it is likely that beside the Starbase he will have some Hangar Defenses packed up in his grav wells. I recommend to stay out of the SB's range and take those out first (and the constructor ships) as the fighters might shred your bombers. Keep the bombers docked until the Hangar Defenses are destroyed or mix in some Gardas to deal with enemy fighters. Then of course Bombers are the way to deal with the starbase.
Definately enemy culture is the reason for your problem! You will see that the phase lanes change colour to the according player colour as culture spreads from one colony over phase lanes to the surrounding planets. The following things you can do to push back enemy culture: 1. build your own culture centers (you can build more than one, the effects stack) 2. keep your Caps at the planet (as they push back enemy culture) 3. attack the nearby enemy c
Allegiance depends on the distance to your Homeworld (HW). Your HW has an Allegiance of 100%, colonies 1 jump away 90%, 2 jumps away 80% and so on, down to 25%. Allegiance directly influences the tax income and the resource (crystal and mineral) income of this planet. So a colony with 50% allegiance produces only 50% of the possible tax and resource incomes. Allegiance can be raised by culture which is spread by the according buildings (Temple of Communion for Advent, Broadcas
Do you "own" your copy of sins? (don't be ashamed if you don't) yes Do you own entrenchment? yes Let say you were to divide you time between Vanilla and Entrenchment sins, what percentage of time do you play Vanilla or Entrenchment? 0% - 100% Roughly how many hours a day do you play Sins (either)(
[quote]Those sound like good reasons to stick to single player. [/quote] To add another (in my eyes) good reason to play SP instead of MP: When you play MP you have to adapt the commonly known tactics in order to win, survive or at least not to anger your team mates. You have to feed when you are in the pocket, you have to be aware of spam and rush tactics AND you have to use them yourselves. And last but not least you have to avoid errors. In SP you don't need that. Y
downloading... 35 minutes to go... damn, because of you guys I will need an excuse for leaving work earlier today [e digicons]B)[/e]
Are you ready? Yes, we are! So bring it on, guys [e digicons]:grin:[/e] EDIT: all criticals fixed in shortest time ... great job, you guys are doing.
First of all: All my respects for maintaining that stat changes forum post! Before I throw in my two cents I suggest another nerf for the guardian to be added to the list: Repulse could be nerfed by reducing the range (e.g. down to 4000). As I learned its currently 7500 thus outranging ALL possible counter abilities (from LFs, cruisers and Cap ships) and even with more range than most weapons (except LRMs and Assailants). By reducing the range of repulse it incr
@Timmaigh : This sounds so much like "Star Trek Birth of the Federation" [e digicons]:fuzzy:[/e] Anyway the idea of minor races that can be either conquered or peacefully (by the use of diplomacy) integrated into your empire is great itself but adds another unstable factor to the game setup. it is either an advantage or a disadvantage to have these minor races around and either way it affects the starting balance of MP games. As for the fourth race: So many folks
[quote]I said theres no sense in Diplomacy in a MP game[/quote] Especially in MP games diplomacy could add very much depth. Of course in team games with locked teams it might be useless but think of epic FFA games and what you could probably do with diplomacy: - make a peace treaty with a stronger player nearby to assure he's not attacking you, thus you have one front less to defend - gathering forces with an allied player to prepare a combined attack, than backstabbin
@EadTaes: Probably reducing the range of repulse would do the job? maybe down to 4500 (so that LFs abilities come first). [quote]Who the hell needs repulse against that fleet? Just keep running you're illums through it [e digicons]*_*[/e] [/quote] Funny. I am still referring to the OP where it says "Guardians + Repulse and bomber spam" and thinking of a solution for this specific threat. No word of illums there. Sure you can crush my LRMs with Illu
[quote]repulsion has a range of 7500.[/quote] Didn't know that, thought it is still 5000.