Eilarais

Eilarais

Joined Member # 2150706
7 Posts 70 Replies 645 Reputation

Steam forces all updates unless you are in offline mode. The 'do not update game' setting is just there for our amusement, apparently, because no one has ever gotten it to work in the 8 years Steam has been around.

8 Replies 10,935 Views

[quote who="GoaFan77" reply="42" id="3220534"]Right now, the main complaint about titans is that they make frigates obsolete. The idea is there needs to be some time of unit you can mass produce that would be immune to this. Your titan and capitalships would probably still be the backbone of the force you use to kill a titan, its just you could funnel the rest of your fleet supply into Corvettes to help them out with extra damage and the debuffs.[/quote] Right, so corvettes will have

110 Replies 250,666 Views

I thought Win8 wasn't officially released until October 26... Anyway, this is the case for a lot of games right now. There's going to be some friction between game makers and Microsoft over Windows 8, so it's not expected that compatibility problems will be sorted out right away. The best solution for Win8 right now is to dual-boot with Win7. If you can't do that, then you either have to downgrade or say goodbye to all of your old applications. At least, that&#

18 Replies 69,485 Views

[quote who="GoaFan77" reply="36" id="3220448"]In Sins, "Dodging" just translates into another damage reduction. 25% chance to dodge would thus reduce damage taken by 25%. And Corvettes are so fragile compared to the damage titan AoE's could do they would need something like 90% chance to dodge. May as well just make them immune.[/quote] I don't know if it has to be as simple as that, though. What if the AoE-resistant corvette's abilities make the Titan vulnerable to larger

110 Replies 250,666 Views

Various optimizations made to movement, IAttacker and rendering systems for improved performance. Players may no longer contract Pirate missions (via Diplomacy) against TEC Rebel factions who have researched Truce Amongst Rogues. Increased formation distances between frigates and capital ships to prevent ships from clustering too closely during group phase jumps (which slowed things down while they waited for formation). [e digicons]:)[/e] Added new Cor

175 Replies 547,225 Views

For my fleets it's fine to target these structures manually, but the AI has real trouble whenever they decide to invade a system. If they can't take out the starbase, they'll retreat without touching any of the phase blockers and sit at the edge of the gravity well while I mop them up. I'm thinking I can fudge the entity a bit to get the behavior I want, say by putting a gun on it that does 10k damage but can't fire. But I'd prefer to not have the whole enemy f

7 Replies 7,033 Views

It's impossible to know without looking at the code, but it is likely that the passive ability will be slightly cheaper from a CPU utilization standpoint. Yes, the engine is going to be going through each autocast ability for each ship/structure some number of times each second to check if it should fire. The amount of overhead you add to this will depend on the condition and target assigned to the ability, for example the aiUseTime "OnlyWhenManyTargetsInRang

1 Replies 3,050 Views

Does anyone know which attributes of ships and planet modules are used to determine targeting priority? I am currently trying to bump the priority of jump blockers so that fleets (bombers especially) will try to destroy these before taking on the starbase.

7 Replies 7,033 Views

Ah yes, this was my entry to Sins as well. The good news is, once you get a basic build order down there will be no spam. You will have to build a steady stream of units and send them to your choke points, but that's mostly in the early game while you're building up your economy. After this initial phase, the tech tree starts to become very important and you can kill AI ships at a 2:1 or 3:1 ratio without even microing. Bounty is not the most effective thing to spend money on

20 Replies 80,389 Views

[quote who="Astax" reply="14" id="3180893"]Oh you can whine about this and you'll get the good ole' response of: "I CAN'T HEAR YOU OVER THE SOUND OF ALL THE MONEY IM MAKING!" This is just one of the more annoying pimples that have inhabited the backside of sins for ages, but never was so much as a concern given to it. Notice how there is still no option to disable auto-pinning of star bases, or is there? I have not bought Rebellion.[/quote] This used to bother me a b

50 Replies 54,998 Views

Saw this when playing as TEC Rebel in 1.03. I researched the pirate peace treaty and the bounty button next to my player disappeared as expected. However the bounty against me would still increase from time to time. After this, waves of pirate ships would enter my gravity well but were not hostile.

1 Replies 11,479 Views

If it's happening during the initial loading screen before a game is even loaded I would consider testing your memory, especially if it works once after failing six times. As for in-game minidumps, I've modded tradeships per port/refinery down to 1 and max mines per planet down to 20. After this I can play a 100-planet 5P map with no crashes. Some slowdown in the late game though.

10 Replies 11,209 Views

To give an update on this, I've made a mod that splits all races into Human and AI variants, with the AI's maintenance cost reduced from 0-75% to 0-20%. I haven't seen any premature AI surrenders since making this change.

22 Replies 98,863 Views

[quote who="Rebell44" reply="37" id="3191542"] Quoting Classicvibe, reply 36Offline Mode. Sucks. You have to be Online to be go Offline. The hell? Just like you have to be online to create account As long as your login is saved in Steam client, you can open Steam in offline mode.[/quote] If you have the "store credentials" box checked, Steam will place some authentication information on your computer each time you star

38 Replies 103,121 Views

Just so everyone is aware, "multi-threading" a single-threaded process without having it crash constantly is widely considered to be impossible (or at least cost-prohibitive). You can't rewrite your architecture and keep your code intact. The best thing Ironclad can do right now is offer up some realistic guidelines as to how players should set up their comp-stomping sessions. Your mileage may vary of course, but if 8-player galaxies are just not going to work, then it's bette

35 Replies 33,422 Views

[quote who="G_Bison" reply="23" id="3178624"]Dude, there are clouds in space.....[/quote] Ok, my knowledge of pretend space is a lot more comprehensive than my knowledge of actual space, but I seem to remember that in actual space, clouds like that are so diffuse that you can only see them using a powerful telescope. So if you were inside a nebula, the refracting particles would be so far apart that you wouldn't see anything. Of course, "vast black nothingness" is a bit la

29 Replies 81,334 Views

[quote who="DirtySanchezz" reply="3" id="3176601"]If you're unhappy with the quality of the AI, have you considered playing it in online multiplayer against human opponents (who are capable of actual strategic thought)?[/quote] I hadn't heard of that before. How does it work?

51 Replies 60,413 Views

[quote who="axxo2" reply="17" id="3171408"]you have an option to just keep playing?!... isint that the same thing? or you want the ai to struggle and feed ships to your end game fleet?[/quote] Yes, the idea is that the AI will fight its doomed little fight and feed ships into the maw. The point of space games, after all, is to blow stuff up in space. And I think I've finally cracked the code on this one. The AI looks at both your economic and military assets when deciding

22 Replies 98,863 Views

[quote who="-Ue_Carbon" reply="26" id="3172559"]Even if they tweak this or that...its never gonna appeal to everyone. Hence my statement. Take what is given to you, tweak it to your standards and enjoy. Why this is unacceptable to people I do not get. [/quote] If you play MP then there's a cost associated with tweaking the game. Each MP mod out there breaks up the pool of available players and reduces the number of opponents you can play against. That's not counting the sizabl

150 Replies 471,041 Views

Not sure if this is possible in Rebellion, but in Diplomacy I was able to set up Human and AI versions of each race. From that point you can make any balance tweaks you need to.

10 Replies 9,044 Views

[quote who="OddskiBoddski" reply="9" id="3174968"]Anyone ever realized that you can't find an issue with software until you open the box, but once you open the box, you lose your rights to return the software?[/quote] It has been noted from time to time. Unfortunately, when stores did take software returns people would just copy the CDs and then bring the box back for a refund. At least, this was a big thing where I was.

26 Replies 22,752 Views

I haven't looked yet, but I had assumed that unit caps were set somewhere in ship files or in constants and NOT hard-coded. Hopefully that's the case, otherwise it will be a huge irritant for pretty much every mod that goes beyond basic tweaks.

2 Replies 3,602 Views

[quote who="Volt_Cruelerz" reply="35" id="3139602"]Except that there's a guy that's trying that..[/quote] Hmm. Sounds like we'll need to cap HC to make up for the reduced number of LRF.

55 Replies 68,929 Views

[quote who="Rovert10" reply="1" id="3139612"]Isn't the game slow enough?[/quote] I don't want to play this game any slower than it is now, and that's coming from someone who thinks Supreme Commander is too fast. I think you can change the slow/medium/fast multipliers that get applied to the game in the constants file though, if you really want to.

10 Replies 29,560 Views