The latest: -You get a 'Reinforcements have joined the battle' text even if the battle is over when the ships arrive. -One of the weapons-target locations on the Pirate Pillager doesnt seem to be touching the hull. This is pretty apparent when the Kol's beams are firing. -The firepower increase for leveling up seems rather extreme... ;X -Gravity wells can occlude the sun glare effect. (I think. Rotate the camera to the 'plane of battle' and i lose the sun glar
DeadlyShoe
Inhibitors can be pretty early as is... early inhibitors pretty much eliminates the possiblity of raiding
Yep, the triple cannon is a laser. Besides the data files, you can tell from the bolt it throws.
Ctrl-alt-del, check for any processes consuming cpu or memory.
it's not supposed to be fun. Realism doesnt matter as long as you're consistent.
just remember: don't click yes if you are modding
the greatest issue i have is the inability for the player to follow his ship's movement by having a camera that allows him/her to lock onto the selected ship/group of ships and follow them in battle. Use the camera lock (M, icon on top of screen). At least, I think it still works in this version. game would be imbalanced and quite silly if you couldnt win through sheer force of numbers, but there are abilities which counter nu
I'm pretty sure this is because of Defend Local Area. Set them on it in one system, then jump to another. I think it happens when they lose their auto attack target.
Game 1.rar Attempting to load this save game causes the game to give two errors then CTD. I'm positive the savegame is from this version. I was using Radiation Bomb the last two times my computer reset while playing Sins. I don't know if that means anything.
well, in alpha centauri, your allies would generally stick with you unless the 'You're Too Powerful' condition kicked in or unless you starting making social engineering choices that were unacceptable to them.
MP will probably be awesome, but i hope you can do scenarios as well as full blown campaigns. That would help keep time consumption down.
...those backgrounds are constructed along the same like. bright backgrounds so you can see things.
Well, the godbox is less likely to kill you. Unless it goes HAL on your butt. Latest notes: -If you issue a formation jump order and then shift-click an attack order on a planet, the units which can bomb seem consider themselves a different formation than the units that cant bomb for purposes of when to jump.
The rest is wordpad, and we all remember wordpad modding from days of old It's not just conversion. so far as i can tell weapon ports and such are defined in the mesh file...
Latest thoughts. -Bomb damage is dealt when bombs leave ships, not when they hit.. This seems to be the case for a lot of combat, but it feels especially wrong with bombs. It also results in a behavior where the last 1 or 2 salvos fired at the planet just vanish into it without exploding since the planet is already dead. -Screenshots should be numbered 01, 02, etc. instead of 1, 2, etc. -One nice touch I found in supreme commander was a shortcut to the savegames/screen
The primary problem a BSG mod faces is fitting battlestar/basestar model to the Sins mesh standard. If you managed to get the turrets, launch bays, etc. defined so that Sins could look at it, the data files would be relatively easy. And there are tons of battlestar models out there, theres probably someone who would let you use theirs.
well, im pretty sure everyone is going to have trade ports, otherwise trade alliances would be silly
The button is a toggle thats set on a per-unit basis.. I think. Make sure the icon does not say "Some grouped" when you mouse over it; you have to make sure it says All Grouped. Now, given that, I have seen some cases where units will jump early even with confirmed All Grouped, but its been pretty rare.
Weeeelll... Things like Phase Inhibitors are decently fast to build as is compared to move/combat speed. Do you really want the AI building a new inhibitor every time you try to retreat?
...curious... will post-wednesday preordees be in the next beta automagically?
Ships wont wait for fighters. Fighters are automatically issued dock orders when capital ships receive phase orders.
Yes, but fighters do anti-fighter damage, which has a penalty against ships.
If they could attack you, you didnt quite pull it off.
It doesnt run out, but I think it would be better to display the True Income and after-upkeep income rather than just the after-upkeep income.
Wish I could name fleets. That would go real well with the group listing they have of the last patch.