Search found 77 matches
- Fri Sep 04, 2015 4:36 am
- Forum: Testing
- Topic: First Impression Notes
- Replies: 42
- Views: 78945
Re: First Impression Notes
There's some simpler fixes I'd like to try first -- like making sure that non-combat ships go in the back of the auto-formation, and escort designs go in the front/middle. That, by itself, would probably cut down on a lot of the frustration, and tweaking the auto-formation rules is far easier than ...
- Fri Sep 04, 2015 1:52 am
- Forum: Testing
- Topic: Haduir Stargates Implemented?
- Replies: 6
- Views: 13302
Re: Haduir Stargates Implemented?
On a related note, when stargates get some coding attention again, could you make it so that ships will auto-route through them when traveling around the map for fastest-timed travel? I've been frustrated with myself on more than one occasion when I sent a fleet from a gate system towards an non ...
- Fri Sep 04, 2015 1:49 am
- Forum: Testing
- Topic: First Impression Notes
- Replies: 42
- Views: 78945
Re: First Impression Notes
As the Haidur, I found that once I had a critical mass of ships, I was effectively invincible due to the star gate unique tech. The AI would never engage whenever I had the upper hand, which means as long as I can scare them off the first time, I can scare them off permanently. From then, it's a ...
- Thu Sep 03, 2015 5:02 pm
- Forum: Testing
- Topic: First Impression Notes
- Replies: 42
- Views: 78945
Re: First Impression Notes
I like a lot of your ideas Unbroken, but I don't think they are the direction the devs intent to take SiS. From the various interviews I've seen, SiS is meant to have relatively simple empire management with more of a focus on combat. They have said many times they are aiming to make something like ...
- Thu Sep 03, 2015 4:24 am
- Forum: Testing
- Topic: How much of the tech tree is in game?
- Replies: 12
- Views: 23531
Re: How much of the tech tree is in game?
Very interesting looking mock up. I'm looking forward to getting my hands on all these techs 

- Wed Sep 02, 2015 4:54 pm
- Forum: Testing
- Topic: Haduir Stargates Implemented?
- Replies: 6
- Views: 13302
Re: Haduir Stargates Implemented?
Thanks for the info Sven! Yeah, right now I'm totally abusing this mechanic to my advantage :twisted:
In the future, besides having to build the gates to use them, will there be a gate capacity mechanic like the Hivers have in SOTS? Something that only allows X amount of ships to use the gate ...
In the future, besides having to build the gates to use them, will there be a gate capacity mechanic like the Hivers have in SOTS? Something that only allows X amount of ships to use the gate ...
- Wed Sep 02, 2015 2:00 pm
- Forum: Testing
- Topic: Can there be an effect when a ship is retreating?
- Replies: 3
- Views: 9528
Re: Can there be an effect when a ship is retreating?
I can usually guess when they are retreating. If they don't move at all or if they stop shooting and moving I know they are gearing up for an FTL jump so I know where to focus my fire :)
That being said, it would be nice if we had some engines flares or something to give us a visual so we don't ...
That being said, it would be nice if we had some engines flares or something to give us a visual so we don't ...
- Wed Sep 02, 2015 3:30 am
- Forum: Testing
- Topic: Haduir Stargates Implemented?
- Replies: 6
- Views: 13302
Re: Haduir Stargates Implemented?
So does the lore work as if every system has an abandoned stargate in it so that once the Haduir colonize it they can make use of the gate once they've researched the tech? I kind of figured after I researched the tech I'd have to actually build stargates to use them.
- Wed Sep 02, 2015 2:26 am
- Forum: Testing
- Topic: Haduir Stargates Implemented?
- Replies: 6
- Views: 13302
Haduir Stargates Implemented?
So while playing as the Haduir tonight I noticed I could suddenly move my ships from one colony to another in a single turn, no matter the distance involved. The dotted travel lines were green and the ETA was always 1. This didn't work for moving my ships to unoccupied or hostile systems, but ...
- Mon Aug 31, 2015 8:21 pm
- Forum: Testing
- Topic: Returning after a bit of a break
- Replies: 1
- Views: 6292
Returning after a bit of a break
Hey guys. So for the last couple of days I've been playing a lot of SiS after taking a break from things for a while. I have to say, I'm really having a blast slowly building my empire, fighting off marauders, and taking colonies from rival empires. The ship designing feels solid to me and my ...
- Fri Aug 28, 2015 4:32 am
- Forum: Archives
- Topic: Bug Report Archive
- Replies: 447
- Views: 1127854
Re: Report - Current Bugs and Issues
So I decided to try firing the game up this evening only to have both the regular sis launcher and the update launcher fail to load. I kept getting the following error:
(no unique_exceptions handlers)
updater\client_update.lua3: Failed to open file C:/(x86)/Stars in Shadow/logs/update_log.txt ...
(no unique_exceptions handlers)
updater\client_update.lua3: Failed to open file C:/(x86)/Stars in Shadow/logs/update_log.txt ...
- Sat Aug 08, 2015 4:45 am
- Forum: Testing
- Topic: Planet invasion mechanics
- Replies: 28
- Views: 60009
Re: Planet invasion mechanics
I like what I'm seeing from Arioch's mockups and hearing from sven's thoughts. Using ever higher levels of technologies to "counter" any concerns about planet invasions dragging on forever in the late game makes sense while still keeping the same basic mechanics in place.
- Sun Aug 02, 2015 4:26 pm
- Forum: Testing
- Topic: Blockades in 'mixed' systems.
- Replies: 4
- Views: 11920
Re: Blockades in 'mixed' systems.
I definitely like the idea of giving the player control over whether his fleet will be blockading an empire's planet or not. I can think of a few situations where auto-blockading could get me in trouble, such as the one described in this thread.
- Sun Aug 02, 2015 4:24 pm
- Forum: Testing
- Topic: Planet invasion mechanics
- Replies: 28
- Views: 60009
Re: Planet invasion mechanics
the entire point of introducing distinct ground units (instead of the current abstracted planetary assault force modules) is to require some logistical planning in planetary invasions.
I agree with this line of thinking. Conquering an entire planet full of aliens should take some serious amounts ...
I agree with this line of thinking. Conquering an entire planet full of aliens should take some serious amounts ...
- Sat Jul 25, 2015 4:12 pm
- Forum: Testing
- Topic: End Turn Warnings
- Replies: 10
- Views: 17203
Re: End Turn Warnings
I like the SOTS way of handling things, with a stream of events you can scroll to review all the events of the turn. The only thing I'd like to see change with their system would be to have an event somehow indicate when I've clicked on it to help me keep track of what I've addressed and what still ...