Search found 12 matches

by mute
Fri Mar 04, 2016 3:10 am
Forum: Testing
Topic: NICE
Replies: 15
Views: 19247

Re: NICE

Don't think a genocide should be taken lightly. This doesn't seem like "that" type of game.

I agree that SIS strikes me as a game that would not, certainly from a fluff standpoint and perhaps from an effect standpoint, take genocide 'lightly'. However, and I may be mistaking your meaning, it does ...
by mute
Fri Mar 04, 2016 3:02 am
Forum: Testing
Topic: Terraforming mechanics
Replies: 42
Views: 46425

Re: Terraforming mechanics


Wealth can be expressed in terms of energy, as they can be converted back and forth, but they're not the same thing. In game terms, they're functionally opposite. Economic activities consume energy to produce wealth. Powerplants consume wealth to produce energy. Markets do not produce energy ...
by mute
Fri Mar 04, 2016 12:30 am
Forum: Testing
Topic: NICE
Replies: 15
Views: 19247

Re: NICE

Slaves have to be transportable to be useful, so slavery will have to be a different state than "unhappy" or "in revolt", in which colonists probably can't be transported. All that's still to be worked out, but there are lots of fun options.

Glad to hear it! As an off and on hive player I always ...
by mute
Thu Mar 03, 2016 9:47 pm
Forum: Testing
Topic: Missles, fighters, and point defense
Replies: 12
Views: 21131

Re: Missles, fighters, and point defense

Agree here. In late game carriers become pointless completely. Advanced fighters should get more HP and evasion. Missiles too.

Much as the battleship is pointless today. Technology advances, older systems are obsoleted. In space, beams are supreme. My late game carriers serve as second line units ...
by mute
Thu Mar 03, 2016 9:42 pm
Forum: Testing
Topic: NICE
Replies: 15
Views: 19247

Re: NICE

Eventually, the ability to move a population may depend on its having a minimum morale. So Scavengers and Gaiads will probably be unmovable, and you'll need to deal with them in other ways.

Drive them through star-gates in front of my Mechs? Apply nerve staples to their neocortex? Wood chippers ...
by mute
Mon Feb 22, 2016 1:41 am
Forum: Testing
Topic: Terraforming mechanics
Replies: 42
Views: 46425

Re: Terraforming mechanics


As long as you have stockpiled enough currency, being able to build a ship every turn is not a problem. You'll eventually run out of currency ... true replicators would not require any currency ... Replicating a ship requires neither significant time nor currency, only matter or energy, neither of ...
by mute
Mon Feb 22, 2016 12:59 am
Forum: Testing
Topic: A suggestion for human ships
Replies: 14
Views: 18779

Re: A suggestion for human ships

The few thousand troops or colonists that a battleship could carry are probably not significant in terms of a game system in which one unit of population represents a million people....

That argument entails the assumption that you would want to capture a world intact. If your fleet bombards the ...
by mute
Mon Feb 22, 2016 12:08 am
Forum: Testing
Topic: A suggestion for human ships
Replies: 14
Views: 18779

Re: A suggestion for human ships

Also, I'm not sure what you'd do with cargo capacity on a warship except to carry troops. Still, it's worth thinking about.

Personally I'd love it if human ships carried extra infantry either to deploy in boarding actions or for planetary conquest. Why put them in soft transports if you can just ...
by mute
Sun Feb 21, 2016 11:49 pm
Forum: Testing
Topic: Feature Request: Pre-Combat Formation Setup
Replies: 2
Views: 6406

Re: Feature Request: Pre-Combat Formation Setup

If we cant get that, at least see if there is a simple way to put escorts out front. I spend my first 2~3 turns bringing up my CLs and DDs to screen my CAs and BBs before we can start marching forward.
by mute
Sun Feb 21, 2016 11:46 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1843
Views: 2794502

Re: Report - Current Bugs and Issues

I noticed something similar here: http://stars-in-shadow.com/forum/viewtopic.php?f=2&t=29&p=2291&hilit=combat+hang#p2291
Thought I'd post my issue:

SIS will hang from time to time in combat, I haven't been able to 100% reproduce the hang but it is associated with the following elements ...
by mute
Sun Feb 21, 2016 8:00 pm
Forum: Testing
Topic: Terraforming mechanics
Replies: 42
Views: 46425

Re: Terraforming mechanics

I think we need more late-game techs that give better bonuses to resource production, but there's a limit to what makes sense in gameplay terms. It's probably true that realistically, past a certain technology point, food becomes trivial to produce... but that would mean essentially removing it as ...
by mute
Sun Feb 21, 2016 7:07 am
Forum: Testing
Topic: Terraforming mechanics
Replies: 42
Views: 46425

Re: Terraforming mechanics

If you've got orbital mirrors you might as well add things like Dyson swarms to increase the population cap etc. What has been bothering me is that the first time into terraforming it was in an attempt to solve food shortages hoping there would be more farm related technology in that path. I always ...