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 ...
Search found 12 matches
- 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 ...
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 ...
Glad to hear it! As an off and on hive player I always ...
- 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 ...
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 ...
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 ...
Drive them through star-gates in front of my Mechs? Apply nerve staples to their neocortex? Wood chippers ...
- 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 ...
- 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 ...
That argument entails the assumption that you would want to capture a world intact. If your fleet bombards the ...
- 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 ...
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 ...
- 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.
- 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 ...
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 ...
- 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 ...
- 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 ...