I'm all for supporting the developers and DLC is a great way to sustain income until the next major release, however.. does anyone else feel like this DLC only serves to make a game of Sins even longer by slowing development of economy? Did it actually need to be longer?
My subsequent question is can the DLC be de-activated?
As far as I can tell, planets give the same income as before, its just you can purchase upgrades to give them extra population or trade income, which if anything increases the money supply and might lead to games being won quicker.
Yes it can from the Rebellion properties menu in Steam.
After having played it for a while I noticed that the extra tier needed for expanding to all near worlds, yes also the new planet types, did slow my expansion. Not very much but it sure did. So at the start during the initial quick expansion phase I dare say the economy got slower.
Also is it my imagination or are the worlds better defended by neutrals? It feels like I'm having to build more research than before to expand as fast as I'm used to both with Civic and Military. Which of course makes me expand slower.
Don't know. I got a bunch of Barren planets near my homeworld in my first game, they weren't too heavily guarded. Maybe the Ferrous and Oceanics are tougher...
?- how?
You must have some different options than me. I don't see any way to disable a DLC once purchased.
Hmm, I thought you could disable it from the DLC section of properties but that seems to only display what DLC you have...
Doesn't bode well for the DLC if people wish to disable it same day it came out. I'm sure it's not that bad though, you just need to get used to the changes.
I don't think it's because it's bad, but rather because it's bugged...hopefully they will get fixed soon...
It's not the DLC itself, it just might have some potential mod issues. Not sure if mods for people without the DLC will work for those that do.
Think it depends on if people are playing it whether they disable it. It would be disabled for multiplayer one would think. Hope it is good and catches on. Definitely going to give it a try in a few days.
I know multiplayer works regardless if the players have the DLC or not.
This DLC does seem to be rather lack-luster without specific bonuses for each planet type (although I may have missed them). The new changes only really needed one new planet type, for all intents and purposes that's what we got. But the pixels are a bit different.
At any rate I'm sure this new minor twist of variation provides another reason to lose an entire Saturday playing this game.
There are supposed to be 40 new planet bonuses, and I've seen some do things they haven't done before, like increase the starbase limit at a planet. Not sure if any are unique to the new planet types but I wouldn't be surprised.
After reading Goa's post I took a look at a planet bonus file and...damn....
Cursory look told me these are the new modifiers:
That is HUGE...
Now to be fair, I'm betting this is more v1.5 than the DLC...but, unless you use a mod, I bet only DLC planet bonuses make use of the new modifiers (or at least the biggies like extra damage and SBs)..
I'm still alive, and coincidentally became interested in playing Sins again like 2 days before the DLC came out. Anyway I do actually like the DLC, it adds some depth to planet development that was not there before. The values listed for population figures do not seem to be accurate though, I was very excited to get my homeworld close to 1k population, though at full social specialization it was more like 700, despite what the tooltip said.
The new planet types aren't all that interesting, although they definitely do spice things up a bit. I don't possibly see how they could make the game slower, though, considering the planets they are most likely to spawn in place of are asteroids and dwarf planets. I think it'll also be interesting to see how players decide to use the different planet specializations with different factions. I.E. a TEC player with Industrial Juggernaut and a full industry specced ferrous planet or Advent with full social spec planets.
Well I don't mind being wrong. Glad there are so many things to look forward to.
I suppose it's possible they could potentially slow your expansion if you happened to get a bunch of oceanic planets near your homeworld, since they seem to have similar militia fleets to Terran planets, though the same thing could happen if they were Terran or desert planets. Plus, it's still better than spawning with a bunch of magnetic clouds connected to a pirate base around your homeworld .
I'm definitely of a mind to promote the usage of the DLC. It needs a few bug fixes however.
I'm exceptionally glad Stardock/IC isn't like a bunch of other corporations, who would've given us even more bugs, and charged us $5-10 more for the same content.
Lastly, the first time I saw a ferrous world I nearly pissed myself, and then after the shock wore off I felt like I probably broke some ankles & thrusters rushing to get to it. I mean a whopping 7 nodes on my first time seeing it? Crazy goodness.
Yes.... you know... other companies sell such content at full price..... just without the awesome support and patching Stardock does.
Support the developers who deserve it, best way to get more awesome games instead of EA shit.
Wait, wut?
Lol...hopefully bonuses only use negative values for that...last thing we need is more mines...
Guys, many of the new planet bonuses (and yes, there really are 40 new ones) require planet exploration (not all - many are detectable from orbit). In fact, any of the really good ones most definitely do. The cost to explore a planet was substantially reduced and the odds of finding something greatly increased to boot.
My personal favorite is Fortress World - which adds the ability to field another starbase to the gravity well (plus a lot of other stuff).
Imagine a TEC Loyalist getting this at a choke point.
Hopefully its a small gravity well too, lol
There's now a planet bonus that increases gravity well size by 100% too.
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