Interesting ability tree, but not sure about the floaty throne idea - seems too static (excuse the pun). Also possibly because the powers make me think of Raiden from Mortal Kombat. However, I imagine the in-game impression could be quite different - eg with a continuous Tesla coil effect I guess the throne could be quite cool. Can' t wait to see the finished product!
Enceladus
"In Singel player there is another issue. The bars in the achievements overview seem to update correctly, but the ones that you gain over time won't be highlighted. e.g I didn't get my "kill 50 demigods" achievement, while the bar of the "kill 500 demigods" is half full." Yes, I've also noticed this. The achievement just isn't awarded when the bar is maxed out. I'm sure it used to work OK in the earlier game builds. Is there any fix/workaround for this?
Good news all round. Wondering if the 50% discount translates from digital purchases to shop purchases. Bought the download version direct from Stardock/Impulse, but was thinking of getting a boxed copy when it hits retail here (UK) - would be nice if I could get a 50% discount on that! Any demo does really need an offline skirmish mode imo, if only to give newcomers a chance to get a feel for the game before jumping online. Getting stomped online while learning the basics mig
Thanks Toraque - it's nice to see such a prompt reply that directly explains the problem and what is being done to address it. +1
[quote who="Shirley" reply="7" id="2178734"] A lot of integrated sound chipsets offload all the sound processing to the CPU, and this can definitely have a performance impact on older single core systems. Lowering sound quality settings should help with any heavy performance loads.[/quote] My old single-core desktop has a Creative XiFi card (the integrated audio is disabled), so presumably the card should be handling most of the sound processing (just as the ATI HD 3800 sho
[quote who="Toraque" reply="23" id="2176055"] Some of the cases of slowdowns we’re seeing look like general CPU bottlenecking that’s not directly related to sound. This is especially likely if you have an older, single core CPU with a newer, faster video card. It’s not that the video card is slowing the system down--it’s that the video is capable of running so much faster than the CPU that reducing the CPU load slightly gives a big performance boost.&n
The minimum CPU speed for Demigod is listed as 2.4Ghz, but doesn't specify if this is dual or single. I am thinking of getting a desktop-replacement laptop which meets all the recommended requirements (4G RAM, Nvidia 8600M GT graphics with 256M VRAM), but it has an Intel Duo 2.0 Ghz CPU. I understand that this actually translates to 3.74Ghz in single-core terms ( http://forum.notebookreview.com/showthread.php?t=107
Would be nice if the 3rd mouse button could be used for free camera mode (instead of the spacebar).
Well if I was going by visual appeal alone would go with Unclean Beast every time (four legged demonic beastie ftw) - unfortunately it seems a lot less forgiving to play than the likes of, say, Oak. Maybe this will change once I actually get some time to L2P.
[quote]Those of you who know me know how big of a deal single player gameplay is. The design we've collectively come up with is extremely cool. It's not like anything I've seen in a game before. It is NOT a campaign. As easy and tempting as just doing a scripted campaign might have been, we wanted to make a single player experience that people would want to play again and again.[/quote] This wasn't one of the upcoming games on my wishlist but now you've got me interested. <b
90 minutes with all features enabled imo seems more than adequate to decide if you want to buy the game or not. Limiting the features available in the demo (rather than the time) would be more off-putting for me - I'd rather to see how all factions and units play than have these cut out of the demo. If you find yourself wanting to play on after 90 minutes, then it's probably time to buy the full game.
Looks like a pretty nice update overall. Reading through the thread, it does look like there are some people (myself included) who would like the [I]option[/I] to refuse the AI's surrender - not sure that a 'Continue' option is an adequate substitute here if it means the AI is no longer really active (not building etc). Even better would be the option to choose between AI types: a rational AI that surrenders when beaten and a die-hard AI that doesn't know the meaning of 'surre
[quote]At the risk that this has been mentioned before - perhaps even by me! - the facility to Delete Save Games.(through the menu system)[/quote] You can already do this via [I]Main Menu->Options->Manage Files[/I] ([B]not[/B] via the Save/Load game menus).
Make it so that when you put a factory rally point on a fleet, all units from that factory autojoin [I]that[/I] fleet instead of just moving to that point and still joining a random fleet.
[quote]Have you tried setting the factory's rally point on a specific fleet icon? If that doesn't work, I imagine it picks randomly (or closest to?).[/quote] Yes - have tried this - the ship flies to the rally point, but still autojoins whatever fleet [I]it[/I] wants, even if that is not the one with the rally point. Have also tested the proximity theory (positioning one fleet right next the the factory and rally point), but that doesn't seem to work either - the produced ships still jo
If I have 2 fleets in the same grav well as the rally point for a factory, it seems that some types of ship will always join one fleet while the remainder will join the other, with no way to control this. Find this rather irritating as I then have to spend time micromanaging the fleet compositions to get them the way I wanted them. Does anyone know how ships on autojoin decide which fleet to go for? And is there any way to ensure all ships from a factory join a specific fleet when you hav
I live in the UK and recently bought the download version direct via the Stardock site. Works fine and certainly beats waiting around for the European publishers to get their act together.
I keep thinking of something like the Dread Lords from Gal Civ 2....
Thanks for the info - have yet to try it as my laptop is currently at work.
[quote]It would be nice to customise individual games any way we chose in single playerBut this will lead to to many problems setting up multiplayer games as consensus would then be almost impossible.[/quote] Both the Dawn of War series and Supreme Commander FA have customisable setups for multiplayer games as well as for single player skirmishes, offering a selection of victory conditions among other things. Both seem to have been fairly successful as multiplayer games.
[quote]The reason this is important to do is that there are too many groups of people with different ideas about what constitutes a good gameplay mechanic (essentially, people want to play different games, but they all want that game to be "Sins of a Solar Empire"), and no group is gonna be happy forced to play the other group's game, so you can't "fix" the game because "fixing" it for one group is gonna cause another group of people to bitch, moan, and scream.[/quote] I think this is a
Well that certainly solves problem 1 (not having a backup), but not sure about problem 2 (getting it installed on my offline laptop) since restoring an archive requires SDC which I [I]think[/I] requires online verification to set up (haven't been able to recheck this yet).
[quote]At that point, the game is basically won, but I have to spend the next 2 hours systematically destroying the computer since it doesn't know when to resign. I just have to go stomp each system one by one while leaving a few hangars (3-ish) in my outlying systems and a few (12-ish) frigates to help keep the bombers alive for any attempted counter attack.[/quote] Wouldn't this particular annoyance be better addressed by an AI that offers to surrender when it is effectively beaten?<
[quote]I don't feel this game should be like either. It's something different. It should be accepted for WHAT IT IS. I think the game should play a little faster, but the *feel* of the game is like that of a moving, real-time chess game, not a whack-a-mole RTS.[/quote] It's exactly this unique feel that I love about this game (well, along with nice balance between depth and simplicity, beautiful interface, plus the eye candy ofc) - also love the way it's designed to avoid the usual R
Well personally prefer a good sandbox mode to a limited campaign - and, as with Gal Civ 2, Stardock have produced a superb sandbox in this game. Having said that, it is unbelievably frustrating that the backstory gives no detail about who or what is chasing the Vasari - I mean presumably the Vasari must know, so the vague hints at 'something from their past' leads you to believe there must be more information, somewhere. Though I bought the game for its sandbox mode, have to sa