I know that the devs already have the next patch already have it planned, but if you could influence the direction, what do you want to see in the next update/patch.
For me what I want from the release of a more complex AI whether in battle or better pathfinding.
Now that the release notes for the 1.17 and 1.03 have been released, what do you think about it. and what bugs and changes would you like to see.
New information have been released:
Although it was in answering a modding post Blair Frasier have drop some hints as to what to expect from the next patch:
I think what ice meant to say is that if you look at the market percentage of people who have 64bit vs the 32 bit, it is more economical for ironclad to just stick with the 32 bit percent of the market, since 64 bits can run 32 bit programs
Does Sins allow the memory upgrade thing that lets 32bit programs on 64bit software access extra RAM?
Not the full amount, but it doubles the possible supply IIRC. (And requires but a small flag to be tripped, natch.)
I posted this bug earlier in a separate thread, but just saw this thread so am adding it.
Ships ignoring queued commands:
I've played a few games of Sins in the past week or two (after not playing Sins for a few months), and seemed to have noticed this bug. A few times I will queue orders to destroy a few structures to a group of ships, and I'll come back to them a minute or two later and they will be doing something completely different and my command queues are now gone.
I've definitely noticed it when queuing orders to a subset of ships within a fleet. For example, I had a fleet nuking an enemy planet. I ordered the non-capital ships to knock out 5 enemy structures on the other side of the planet. They got the first structure down to about 20% and then ignored my orders and tried to go back to the main fleet. I had not ordered any new orders to the fleet itself, so this seems like a bug (unless this is a "feature" of fleet behavior)
I'm also 90% sure I noticed this with an a fleet as a whole as well. I've queued a fleet to take out structures in a specific order, and later it seemed they ignored it and went back to attacking whatever structures or ships they thought was best.
I'd like to see:
1. The ability to quene squadrens for hanger upgades to starbases while they are under construction instead of having to wait untill the hanger is done.2. And more importantly Dual/Multi Core Support!!!1one1
Heck, psyco I agree with you, once you are selected the research for squadrons, you should be able to pre-select which ones you want given that we could pre-select abilities while the starbase is in construction.
But what I want to see is a empires sidebar (windows) static, so it doesn't move, no matter if you have ships going to or out of hyperspace and only move on double click or double select of a planet/unit, right now it is just pure annoying having to pause and unpause just to select things
Require some kinds of repairs to be done in "drydock". It just seems kind of silly to be adding some great new weapon to a capital ship while it's out in deep space instead of returning it to "port".
The technology tree is presently both technology plus real-time implementation. Split that and put implementation at the repair docks and put a price on it. Increase the purchase price of new ships per technology advancement. Sort of a base price for the ship structure and then price the various upgrades on their own.
Add supply ships. What are those guys eating while they're out in deep space? Where do replacement missiles come from? Or replacement crews?
Message 153 is spot on. There seems to be some sort of problem controlling fleets, maybe related to how big they are. Last game I played, on many occasions, I had to disband a large fleet in order to get it to attack anything I wanted to attack.
i like this idea... but it might be something for a major update or even the next x-pack
hmm. lemme see..........here are some thing i would like to see in SINS, doesnt matter if they are implemented through patches or expansions....
1. Utilization of multiple cores.(if it doesnt do it already)
2. Allowing us modders to modify AI and/or scripts(abilites, etc) in more detail.....the current system is just plain sad...or maybe im spolied after modding supcom
3. Ground-to-space weapons......there is no arguments against it......this is a space RTS game with no anti-orbital weaponry....even star wars empire at war/FOC had it (ion cannon and HVG).
4. the modding ability to change/merge unit button places (tactics management, auto attack...those ones)
5. the ability to trade or gift frigates/cruisers/capships/starbases to your allies. also the ability to rent capital ships to neutrals/allies for a time duration and a price.
6. changing the planetary shields so that instead of negating some of the bombardment damage, it provides an amount of shield points that must be taken down before damage is applies to the planet.
7. the ability to take control of planets without having to completely deplete population and/or planet health.
8. collision detection on the planet that is zoomed in on...instead on everything.
9. queing updates on the tech tree....if u click on an update that is not available now, resources are set aside now for that update.
10. discounts when buying ship/resources in bulk,(eg shift clicking on the buy metal button should give you a price discount) while increasing the price slightly for each individual purchase(eg click the LF button once the the price for the next one goes up slightly)
11. modify the bombing variance so that ship bombard all over the planet instead of the equator.
12. ability to make peace with the pirates and prevent them from attacking you.
13. get the pirates to now organise "capture parties" that now try to capture stray or underpowered fleets for own use.
14. a normal market alongside tha black market where treaties affect buying and selling price.
15. the ability to capture capships (a al homeworld)
16. getting the auxillary goverment upgrade on a SB results in a slight decrease in trade income and resource extraction(idea behind it is that ppl of the planet is a bit pissed over the fact that govermetn keeps themselves safe).
17. a super ability for each side that allows multiple capships to bombard a planet to dust, requiring expensive terraforming before that plane can be re-colonised.
18. the ability to move artifacts to better defended planets.
phew...........thats all i can think of now.....
@ovi
1. sounds good
2. im not a modder so i have no opinion
3. i like the idea, but it has to be fleshed out: i.e. how much damage, range, how will it work etc etc
4. again, not a modder
5. not sure about cap ships, but i think frigs and cruisers are good, i think its being considered by IC. by neutrals do you mean local militias or like pirates or neutral empires (dont think there is such a thing? they are either friendly or hostile?)
6. i like this idea. in fact, thats how i thought it first worked... but oh well, i like this idea... on the other hand, the vasari nano-weapon jammer only stops some of the damage, doesnt give extra health... and i dont think Advent has comparable technlogy... i like it, but it might have to be adapted
7. alternate planetary capture techniques are being looked at by the devs (i think) but with bombing as it is atm, this idea seems to defy the point
8. i dont understand this point...
9. i like this idea, but then whats to stop you from queing everything and just running your empire in debt... i know its what most countries do nowadays, but i dont think it works in Sins, at least not until the next x-pack with the new economy upgrades
10. i like the discounts, but i dont like consecutive single ships costing more. that would kill it for me. i mean, unless it somehow reverts to the original price after a time, by late game you could have a heavily spammed ship costing twice or three times the original price...
11. i like this idea. its purely aesthetic, but nice. dont know how they will program it though. for instance if you have 5 cap ships, or 10 caps ships and a bunch of seige frigs, the deployment of each ship would be different. would be a nice effect though. also if each cap ship had a unique bombing tube location. for instance the Kol and Marza have tubes at the front of the ship, but the Sova or Dunov have them on the sides. just an effect.
12. dont like this idea. defies the point of pirates. though some researchable technology (like the Vasari xenophobia upgrade or whatever its called) could be used to mitigate pirate attacks.
13. maybe not fleets but single ships for sure. it would have to be counterable also, like, after a certain time organise a mutiny to get your ships back?
14. dont like that, 2 markets that do the same thing at different prices? bit superfluous
15. not sure...
16. dont like that. if anything, it should be higher because the planet is more secure... but im happy for it to stay the same
17. whats the point?
18. dont like this either. then you could move all your artifacts to the back of your empire and the enemy has to fight all the way through to disable/capture them
wow that is a lot of questions...not that is a bad thing.
With the latest release they've disabled abilities in plasma storms, this in turn means I can't build my starbase there to watch that sector... re-enable please!
are you sure its plasma storms or magnetic clouds? plasma storms are the white lightening looking things and magnetic clouds are the maroon coloured nebula things... i thought only magnetic clouds disabled abilities and plasma clouds only disabled strike craft?
They deliberately did this to stop ANY ability working in that grav well...
sorry guys, it cant be plasma storms
it was always magnetic storms... given, i played a game last night without plasma storms but one magnetic cloud...
idn, if its correct, and plasma storms disrupt abilities, then its an error
but im sure you guys actually mean Magnetic Clouds
I dig ChrisDavis' idea - Now that...(marine ship) would be interesting. Utilize it to attack a ship after shields are down to board and attempt to take it by force or destroy from within / limit effectiveness due to the distraction of repelling boarders, etc.... a limited amount of small combat shuttles produced on an "assault" type frigate with light carrier characteristics maybe some flak at best (as the attacking shuttles is the power play). The available "troops" on board the frigate can get higher training as a result of level upgrades, which could increase the possibility of success. You could also use them as a landing force / invasion when seizing occupied planets after bombardment and maintain garrisons in place to hold the system until allegiance reaches a certain percentage? Adds another dimension to the conquest. Amount of assault shuttles limited to each marine frigate. Limit amount and skill of troops to each shuttle. When garrisoned on a newly taken planet a minimum required amount of troops based on allegiance of the planet. After allegiance is in favor of the taker...the amount required is reduced or just plain not required anymore allowing the marine frigate to move on. The mother "marine" frigate must remain in system while troops on the ground(support). So you get another element of play, a new capability of attack and a disadvantage to go with it. Big possibility with that one.
I would like to see resource asteroids [qty]/[type] be specifiable in the galaxy file-- and if it's not found specified to use the 'system default' for spawning resource asteroids.DrGonzo
@ ovi.
"9. queing updates on the tech tree....if u click on an update that is not available now, resources are set aside now for that update"
They already have this in the game already, if I understand your idea right. I stack 20+ upgrades at a time in some games.
rofl sometimes I run of room on my screen
to be honest, I was glad when they broke up the research, I remember in 1.00-before 1.14, all of the research que would just pile up and you would have to keep going back and wait for some military then some civilian and then go back to military
Just one thing really, and it should be very easy to implement:
The option to disable AI surrender.
Yes, it is sometimes a time-saver to have the AI surrender when the situation is hopeless. But after a massive battle across a huge (~100 planet) map, it's nice to finish things off properly by annhiliating every planet on the map .
Sure, but the AI at unfair rarely surrender, they usually fight to the last ships and building
how about a massive, one time bonus to econ,production, culture, damage, regen, etc etc just before the AI is about to bite the bullet?
would make it more like a real invasion where you would go a bit slower rather than charging in and taking a half dozen planets without a fight because he has no fleet...
then, we could say after he either looses his fleet or recaptures X number of planets, the bonuses can disappear and the AI can try again.
it would make sense that in a last ditch effort to survive, the populace would fight back harder and perform better...
I have to say, I agree. this bug still exists. The last time it happened to me, I had a fleet holding a choke-point. Huge fleet. I left it alone and playing many game hours on the other side of the map. Finally I needed the fleet at the aforementioned chock-point. When I went there, they were WELL outside the grav well. I have the most recent patches. In real human time, it took about 1 hour to get them to the grav well with some 2X, 3X & 4X speed-ups. Thankfully, this bug did not kill me, but it could have as 50% of my fleet was essentially useless.
that happened to me a few times, once i had set up a massive synchronised assault, and after a while, one of the fleets hadnt moved... i couldnt figure out why, so i zoomed in and the fleet wasnt there... i couldnt figure out what was wrong, anyway, i eventually figured it out
i told them to fly back to the planet... but it was taking WAY too long, so i had a thought, luckily they had left the GW heading towards another planet with a phase lane, so instead of flying back to the planet they were stationed on, i told them to phase jump to the next planet and jump back to the first planet
bam, problem solved i was quite stoked *victory dance*
I never thought about doing that.
There are many great features available to you once you register, including:
Sign in or Create Account