medcatt

medcatt

Joined Member # 2454263
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[unlurk] Hello all, I've been on and off the sins forum for quite a while (am still saving up money to buy it though)... a few times before IC joining hands with SD... and more after. I remember such thrill I had when discovering the partnership deal, as I've played GC2 before and I loved it & how SD + community-friendly-attitude + frequent updates = total win... I see this partnership as a very unique phenomenon, and the fact that SD is itself also experienced in game develop

1 Replies 8,665 Views

i'm using logitech mediaplay mouse, which have altogether 11 clickable buttons and one tiltable scrollwheel. 8 of them are programmable to our liking. i use the extra ones for page fro/back, enter, escape, shift, close window, maximize window, etc.

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ok, it's just that jihad in the western mind has such a distorted meaning already from its original intended usage... no thanks to the many popular media that rides upon its perceived ideas, further imprinting the divergence into the mass's understanding. I agree though, that if the Krynn Consulate's principles DOES closely resemble those of Muslim extremists, then it would be convenient to use that word to aid in formulating a picture of them. My concern is external to the gam

16 Replies 22,967 Views

I tried playing Nexus once, and I must say that I'm very impressed with it. The critics community also lauded it well. Sadly, it didn't do too well on the marketshelf, so I'm wondering if TGN is willing to check it out for consideration to be included in its line of offerings... hopefully that will help revive the game's reputation & sales to the level it actually deserves. Gamespot's review on Nexus: http://www.g

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gee thanks for the enlightments... Blair, from how you describe the surface infrastructures are simplified, reminds me of SotS's abstracted Terraforming/Infrastructure/Construction sliders... I wonder if they're in similar spirit...

28 Replies 22,979 Views

no time to play any comp games... too busy with schoolwork oh yeah, doesn't luck affect planet invasion dice rolls?

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i'm tempted to try modding a civ file to give 95% luck or something and try out a game to see how will it turn out... no time yet though. anybody did this already/plan to do this, drop us a story!

15 Replies 11,234 Views

Thanks peeps for the answers... (Going OOT) Having played GC2, I wonder how different is Ascendancy's planetary model as compared to GC2?

28 Replies 22,979 Views

One part of the game i would like 'tweaked' is a players ability to see what the AI ships have 'bolted' to them. If you click on an AI's starbase you require a high level of espionage to see what it contains, yet you can see all the components of one of their ships from the start. This would further enhance the spying role etc Plus it would boost multi-weapon ships

36 Replies 46,887 Views

I remember reading somewhere before that planetary management (buildings construction, placement) in SoaSE is largely automated, with the option of diving into the dirty details at our discretion. Can we get more details on how this aspect of gameplay going to be? Can we get to see the surface of the planet, with the buildings littered all over it? I remember reading that some terrain tiles have special properties, and that distances between infrastructures affect production efficiency.

28 Replies 22,979 Views

there are comments in the SotS forum that if we could marry GC2 (excellent strategic aspects) and SotS (superb tactical depth) we'll have the perfect space 4X game... oh do i drool at the prospect...

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during my picky perfectionist trader moods, i prefer being stuck at the furthest corner, with most other civs on the diagonally opposite corner... this shall maximize my trade routes profit (longest distance)... from there i proceed to colonize/conquer planets at the middle, making em ideal staging ground for my troops to go to everywhere else.

7 Replies 6,398 Views

nice job so far, kudos... a couple of comments: before, it is stated that Tarson sits in the middle of unhabitable region of space... thus wouldn't it reasonable to design a ship with longer life support range to increase chances of finding a suitable planet? also some typos (i think) in your last entry: para 1: research in development: research AND development? para 1: more stable form of interplanatery table -> interplanatery TRAVEL?

16 Replies 65,287 Views

tried the demo for the past few days. A couple of comments: man, they REALLY abstracted the planet management part... too simple to my taste, after experiencing how fun planetary management can be in GC2... once you colonize a planet, nothing much need to be done for it other than tweak one or two sliders as necessary. There is no intrinsic motivation to colonize planets, because the real meat is in the tactical combats. Planets only serve as convenient star port and refueling

25 Replies 34,392 Views

hey, aren't the Korx notorious for selling their own mothers? in other words, they would flip over to you in no time (compared to other civs) should you press the right switches...

21 Replies 15,916 Views

I've brought this up before with some further ideas: enslaving other civs vs genocide I think the more important issue is not abt how much realism to put in play, but rather HOW FUN can we make the gameplay be using mechanics geared towards our choice of realism/unrealism. i.e., if we do it right, the game can be very fun whether it is very realistic or so much flung out in absurdity... and vice versa.

3 Replies 2,061 Views