The second beta will be focussed on Ironclad Online and multiplayer stuff. You'll have to hold out a bit
Blair Fraser
The galaxy is not tightly packed. That is an illusion of the zoom distance. As you pull away from things, they appear to get closer together. Now, icons have a minimum size so that you can actually tell what things are so that, combined with zooming out makes it appear that they overlap. However, if you were somehow able to see the planets all at once without the icons (you can't in that picture because the meshes are less than a pixel big) you would see that they are no where near each other
Development history note: Originally we did have orbiting planets but they were removed because the speed they had to travel to make the geography of the game change up enough to be interesting was way too high and those speeds in turn caused a large number of gameplay problems.
I personally like the idea a lot. but maybe if the resistance diminished exponentially rather than remains in full force for a few seconds and then completely dissapears. Now we are even closer!
If I am right, I do hope Blair gives me a cookie. Blair has posted that the shield system is designed to reduce micro focus firing tactics. Here is my best guess on how Ironclad could do this. When shields get hit, they will get a % bonus to resisting damage for a second or so. This means that for that second after the shields take a hit, they will be more effective at minimizing the damage from any further weapon hits. Once the second (or whatever tim
That is a picture of the galaxy Frogboy chose to create for his game. In consists of 3 solar/star systems with a total of 61 planets. You will be able to customize the galaxy more to your liking though there are certain restrictions for gameplay purposes. As of today, I believe the maximum number of planets is 100 and the minimum is 10 (not accounting for homeplanets which is dependent on the number of players). If the in-game level of customization isn't enough, you
Pretty soon everyone will get a chance to analyze how the shield system works in-game and we look forward to your feedback. As for how it works technologically: the lore and technology of the Sins Universe is something we'll be releasing closer to August. Ofcourse if someone guesses right, I've been known to salute them in the past
Shields: Shields have a capacity for damage. When they reach zero the hull of the ship starts taking damage. As shields are reduced they will become more effective at mitigating damage. They can't mitigate any damage once they have reached zero. The primary gameplay mechanic desired here to is to reduce the standard RTS micro-optimization of focus firing everything you have at single targets in turn. It is even more of a problem in 3d space because you can fit everything into a valid firi
There are natural and technological roadblocks of various forms.
Good guesses ninja Yes you can move to and fight around stars. There a number of reasons to bother but I can't give you them all. One is as you said though, antimatter regenerates very fast around a star.
That is a distant solar system that you can travel to and conquer.
Extractable resources being finite doesn't mean there isn't a way to keep going
I think an icon represents every race, but the icon will be different colors based on your country's color. quick question: I can understand Advent being their own seperate governments (they are completely asswhooping, they dont have to worry about being overrun) but the Vasari and TEC have so much difficulty surviving that I can't see them in seperate factions, especially fighting one another. (as in TEC vs. TEC or Vas vs. Vas) That's why the
Each race starts with some level of ship shield technology. Other shield technology (e.g levels and types) are different per race and can be accessed either by custom ship upgrades, research, or certain structures.
They do indeed revolve on their axis, dynamic clouds, city lights go on for the dark side and more.
When viewed from a distance, systems look like galaxies Its an artisitic choice given that there wasn't a cool looking way to may a solar system look like a single unit from a distance.
To my understanding, the wrecks hang around for a while. How long, exactly, that is I don't know. But they will eventually disappear because having too much debris to keep track of could start taking up too much computer resources and slow things down. This is correct.
I can assure you it will not be tedious. You can micro it as per above, but as with most things in Sins, there is a way to automate it.
Planet elevators help indicate the level of development of the planet. As it grows, more and more elevators will be built to handle the traffic moving between the surface and orbit and between the elevators themselves.
Make sure the AI does not know what the player is doing, so it has to act on the information at hand not some omniscient allseeing eye so it can see your units without ever actually having a unit near them. Could we please get confirmation this is the case Its one of the worst blewups in RTS's that almost everyone makes. Anyone remember cursing when computer attacked your unit/building without ever having any means of "seeing" him (having a unit n
Orbital turrets move but turrets on ships currently do not. Originally, this was deemed too expensive with the number of ships and onboard weaponry. However, we may add it in the future as an optional graphical enhancement animation for those with powerful computers. Edit: I should point out that while they don't move, their positions and firing cones are still very important tactical considerations.
Another feature that I kinda wanted is some sort of auto refit as I spend a lot of time in GC II looking for my older ship to refit them everytime a new design is done. It would be nive that when you design a new ship it would give you the option of setting a auto refit spending that you bring your older ship of that class up to the current level. Don't know how hard this will be but I'm just throwing it out so we can talk about it. Research upgr
You are seeing an older version of the Empire Tree which you can read up on from various interviews and previews: This particular interview explains what you are seeing and why it is useful: http://www.killerbetties.com/sins_of_a_solar_empire_interview_blair_fraser?page=0%2C1 . The current version of the Empire Tree includes a variety of filters to keep only the informati
I answered this question (and many more) in the upcoming Games for Windows magazine issue due out in a few days