You can work around the starbase problem by putting a ship that auto-spawns a starbase at the relevant planet. Of course, that requires modding the game to add starbase spawner ships. And - just a quick brainstorm here - you could spawn 1 ship at each planet for each faction, and that ship has an auto-destruct ability. That would reveal phase lanes and enemy player starts, but it would get you vision of the other worlds at least. I'm not sure whether it's possible to spaw
DeadlyShoe
I think if they kept frills down a SP campaign would be quite doable. Implement a scenario mode that can be used for skirmish or MP, then set up SP as a group of linked scenarios perhaps with some branching. Do animatics for between-missions storytelling, hire one or two voice actors, and there you go. if it was taken even a little further, you could do a scripted triggers system and maybe some HW-style talking-unit icons with voiceovers.
Impulse is a patching service. There is no patch per se. Impulse does a compare, downloads what it needs to, and does delta-patching (iirc). This is cheaper easier and faster than the standalone patch method, and requires less bandwidth to boot. That's especially the case when patching boxed versions of games. Company of Heroes, for example, requires like 6-7 seperate patches for the retail version to get up to date and that's with several omnibus patches. You do
Microsoft Points and similar schemes are actually a reasonable solution to problems of international currency exchange and international pricing and how that interacts with publishing. Customers shouldn't be so limited in the quantities they can purchase though, that part's silly.
Nice Blair. Good to know you guys are still alive up there. I thought maybe you lot were out enjoying the weather ;)
every time you pirate a game you are voting with your wallet for no patches to be made, for no sequels to be made, and for no similar games to be made. Pirates are drowning the games they apparently prefer. And pirating SOASE is so obviously self defeating for anti-DRM zealots that the notion that they are doing anything out of principle is laughable. If Stardock fails the no-DRM model gets set back years at best, utterly discredited at worst. Throwing out the b
Are you using an English version of Entrenchment?
64-bit vs 32-bit on the same system has little impact on framerates. At least on those games. Either there was some other problem with your system or Fallout-3 is coded especially poorly.
Do you know how old your video drivers were with the 64bit install? Older drivers had poor performance in 64bit. It's also possible your install was heavily fragmented.
The AttackType does not matter. Any damage type can hurt fighters/bombers, some are just better at it than others. However, a weapon with a damage value of zero cannot fire. You need to have it do SOME damage. 0.01 is enough, even. You can't limit it to just fighters that way though. If you want to do an anti-fighter-only weapon it needs to be a pure ability, not an ability linked to a weapon.
Trade's all sorts of messy, unfortunately. And yeah, if you short-circuit an 'inconveniently long' route, you'll lose route length and length is all that matters.
Ehm...Ships should never break off channeling abilities unless you order them to or they are interrupted. Are the people having problems using 1.16?
Kha, you're the one throwing around descriptors like 'uncivilized and 'uneducated' and 'brainwashed since birth' then demanding 'respect'. Respect is a two way street, yez? Additionally, it's apparent that you never read the multiple Stardock posts on this thread: Kha, page 11 : The version on my purchased SOASE DVD is 1.05, the latest one is 1.16.nn. After ten years from now, if there is no Stardock nor Impulse auth servers, i will be unable to p
If you are using an early version of SINS the missile barrage will not work properly. [quote]Does it stack with multiple missile barrage? IE, can I have 2 of them and hit them both at the same time, or can a ship only be under the effect of 1 missile barrage at a time?[/quote] Damage abilities stack infinitely. [quote]Also toe to toe and level for level The Mazra will own the Kol. [/quote] Using base statistics, the Marza has 4652 effective HP a
You have to bomb planets because Chuck Norris roundhouse kicked every soldier in the SINSverse Chuck Norris was going to be implemented, but the DPS on his infocard took up the whole screen Chuck Norris requires 9 labs to research Chuck Norris used all of the Dark Fleet's throat lozenges Chuck Norris: The original phase missile Ships stick to phase lanes because Chuck Norris punched the rest of phase space You don't need to research Desert Colon
* The weapon fires for the damage listed every BuffCoolDown period. Burst and PointStagger settings are mainly graphical. The tooltip listing is the damage-per-second of all 4 facings added together. * change the relevant Ability*.entity file so it has a shorter recharge. * Change the relevant Frigate* or Capital*.entity files so the ships have more hipoints. *Add or remove abilities from the Ability#:"" lines in a Frigate* or Capital*.entity file *
Yeah, I turn off group move if I need to retreat in a hurry. Most of your ships are combat ineffective when they start turning to jump anyway, so there's no reason for them to hang around.
Skimmed the thread, *Count me in for additional planet types. A more interesting environment is a more interesting game. I'll admit that it would be difficult to differentiate new planets gameplay-wise. Perhaps exotic planet types that require 5 or 6 labs to colonize. Or gigantic 'neutral' space stations. But even if they were just graphical differences, the game would be more interesting. *Trade revamp. The current trade system just
If they had infinite money and time, they could implement both animated turrets and stationary turrets and let players choose which to use so there is no performance impact. But they don't. They had to draw the line somewhere. They could choose to implement a turreted system, a turretless system, or do both and eliminate some other significant feature (pirates? super-cannons?). They chose a turretless system because it offered better performance. It's
Nice. I think story conflicts a bit with the universe background but you write well enough that it's enjoyable anyway. :)
Guys, just because something is counterable doesn't mean it's balanced. You could nerf missile barrage quite heavily and it would still be a pretty damn good ability, and it would still be counterable the same way. But the entire game wouldn't hinge on the level 6 Marzas.
[quote]I assure you, the lancer is the Empire's anti starfighter ship.[/quote] You have to admit, the Tartan looks better. ;) It is not like the Lancer is from a movie. Speaking in terms of the established Star Wars background, you could argue that the Nebulon-B was a far more important anti-fighter ship than the Lancer, since it was designed to escort convoys and mass produced in huge quantities. Which is not to say the Nebulon-B or Tartan should replace
Have the ability drop a generator which does 100% damage sharing for ships within its radius, basing the ability on the Advent Guardian's damage sharing. You could also just do damage sharing on the ship itself without using a generator, but I'm not sure that's what your aiming for. There's no way to create an independent shield 'pool' that's not linked to a game object.
It would be simple to do yourself. The toughest part would be getting hold of the reference data.
The idea is that you create the history for your hero units during gameplay. I'm sure that if SINS ever gets singleplayer we'll have hero admirals and such (like the guy in the intro). They'll be necessary for telling the game story.