When moving from easy to normal to hard, what changes? Does the AI simply become smarter and more aggressive or do they get some sort of bonuses - like cheaper ships, or faster research, or shorter build times, etc.? Maybe AI's units get more health and damage? Anything like that going on?
whiterabbit007
Based on your latest specs I'd suggest doing 2 sticks of 2GB ram, instead of 4 sticks of 1GB - works better, should be cheaper, and easier to upgrade later. I will say this though, if it's between better graphics card or extra 2 Gigs of ram go with the graphics card. It's much easier to upgrade ram later on (just add a stick, right) and it'll more significantly boost your performance.
Could I just make one small suggestion about the OP - the blue color, and to an extent purple, make it very hard to read. Nothing wrong with white :) though if you feel you need to separate lists by more than paragraphs then pale bright versions of colors would work much better.
I think Kodiak looks like a tank because that's what it suppose to be - a tank in space. It suppose to make you feel like you're looking at something that's hard to damage and packs a very big punch. Making it longer and "leaner" would remove that feeling... there is a reason why tanks don't look like they do.
Looks great, I'm eager to see the released mod.
[quote]As far as I know, there isn't an effeciant way to 'degrade' a models polygon count. You can do it easily; it just won't look very pretty.Having multiple ships with varying polygon counts (low, medium, high) would be a waste of memory and time. This completely excludes texturing and UV (but that isn't as hard)I do wish sins had an option for shadows; having your planets fight in the shadow of a planet would be awesome![/quote] Actually there are very good algorithms for reducing
The "auto focus fire" feature you mention, the one you turned off by default, is that controllable from the UI in the game? 'Cause I couldn't find it. There's auto-attack but that's not it, is it?
2 - what people here are referring to is that during combat, once ships get into "optimal" position for attacking their current target, they'll stay there completely stationary and shoot until target is destroyed or another order is given. So they don't "fly around" during combat - they don't strafe, or engage in evading maneuvers, or try to switch positions to attack from the side, etc. This was done to keep the game from requiring powerful computers. Personally I don't find that very bothersom
I think a gaseous planet would be interesting. It could have low population but high defense - projectiles more easily burn up in the dense atmosphere, and beams/plasma also interact more with the atmosphere and loose some of their potency. Could have standard tactical/logistic slots, and be very high in the research tree - 5th or 6th and with only 1 or 2 upgrades, but have more resource asteroids around - like maybe 6. Oh and the gravity well could be bigger - under the assumption that gas plan
Please add a [B]confirmation dialog[/B] for "Erase Set" button. Of course it's my fault for not looking where I click (I erased all my saves for the latest game :( ), but it happens and a confirmation dialog would've prevented the situation. In general, a good rule of thumb for UIs is, anything that deletes a lot of stuff should be designed in such a way that it's not easy to accidentally do it.
But guys, if we didn't have Uwe, who'd be making all those compute game based movies? :) I gotta say it doesn't look good (duh!). Far Cry really isn't the kinda game anyone should be making movies out of, especially not this guy. Then again, he's the only who would think it was a good idea.
Here are a few things that come to mind: - I'd like to see what's currently being researched without going into the research screen - When in the research screen I'd like to see what's next in the queue (if the above two are already in and I just missed them could some1 point them out, thank you :)) - I'm not sure if the antimatter lost during jump is a fixed amount or a percentage of the ship's current amount, but if it's not the latter then it should be. A ship would still
I noticed that issue as well, though it doesn't bug me as much because I don't use it as often, but then again, maybe that's why. I don't know if there is a need to completely disable autoscroll, but certainly while the mouse is over the tree should stay fixed, we shouldn't have to be chasing icons around in the heat of the battle.
Well, fleets tend to get into formations when they move - same type of ships are grouped together, some ships hang to the back while others at the front, etc. If find yourself with a messy fleet tell them to move to a spot nearby, they'll form up and then it's easier to select them. I however tend to split the fleets right from start. Once I get a second capital ship I usual designate it as a fleet (of one as it were) and then move to another planet. Then any ships produced there would
[quote]I actually had the AI get another AI capital ship down to 11 hitpoints left, and then a colony ship warped it, and they ALL turned away from the capital ship and went after the colony ship on the other side of the gravity well, the 11 hitpoint ship slinked away to fight another day....i was like ouch..i hope they fix that someday. Shouldnt be too hard...just add a few lines saying if the ship is under so and so % hull, keep it as top priority.[/quote] I don't see why colony ships shou