[quote who="sparten117" reply="3" id="2150893"]It wont let me activate the mod. I have sins & sins entrenchment fully updated but when I try to apply the mod the game freezes & stops responding. I tried letting it be for about 30min but with no change i had to close the program with the task manager. So is the another program needed or are there system requirements that has to be met or do i have to wait even longer for the mod to activate?[/quote] From right under the PC Game
Unknown924
This is what concerned me the most: [quote]“This will cause a flood of court cases. Against all the ISPs. Because if these guys assisted in copyright infringements, then the ISPs also did. This will have huge consequences. The entire development of broadband may be stalled.”[/quote] Can anyone with knowledge of law say if that statement is true? Also, did the court take intent into account in their decision? As all I can find is: [quote]“The cou
[quote who="Mooster" reply="9" id="2143139"]Do you mean that they continually target a specific ship type till they are gone? then they attack another type?[/quote] Yes, if the player gives the ships a target they will continue to attack all enemy ships of the same type as the target until there are none left. After that the player can give them another order, or let the default auto-attack take over again. Note that after the player gives the inital attack order they don'
It would be nice if Pirate ships got upgraded based on how much bounty the pirates get. Say 1% boost to hull and weapon damage every 2-4 thousand credits. What pirates need is a ship that diverts all income from extractors/refineries/trade ports within a certain distance around it(or an activated ability that targets one strucutre and lasts until the ship is destroyed).
To my knowledge, Impulse always downloads the latest version. You should be able to just copy the install folder over.
If you have Entrenchment, the moving mines of the Advent may be a solution. I messed around with them once, mostly removing their invulnerability ability, changing their speed and detection range for movement. I thought about making a variation of the vasri mine laying ability to simulate launching a missile swarm but never got around to it. The downside of doing it that way would be the mine cap may be a problem if normal mines are used with "missile" mines.
[quote]Missile barrage: 1: All friendly missile weapons in range of the marza have their fire rate dramatically increased for 30sec. Increases the Marza's fire rate even more. Combine with an LRM fleet, and cluster warheads to do massive damage. 2: Greatly increases the number of missile banks on the Marza for a short time. It fires as normal, but with vastly increased damage. 3: Missiles do explosive damage, striking multiple ships in the area with every shot. <p
[quote]I remember. but I think there was not so much an unwillingness to implement it, but more like memory issues or something in storing these attack orders for so many ships at the same time. would that be a similar problem to the op request.[/quote] The repeat attack theortecially uses less ram than queing up attacks as instead of remembering each target individually it only needs to remember a target type. It should have a strong advantage any time a player would otherwise
[quote] What are you talking about? You don't get extra constructors when you use the Akkan's colonize. You get extra extractors, the little resource buildings that cost a paltry 250 each. Zero at level 1 (yes, it does nothing special at level 1), one at level 2, and two at level 3. That's it, 500 credits worth of basic structures for a level 3 colonization ability. It's virtually worthless right now. [/quote] It gets worse if you take into
To add another idea, a new setting for teams in the game setup: "Locked Teams - Income Sharing" This would basically total up the income of the team and give each player an equal amount of income minus their fleet upkeep(Or the resources a player adds to the team income would take that player's upkeep % into account before being added).
[quote who="Shadowhal" reply="5" id="2128983"]and yes, a buff to akkan colonisation is definately needed. iirc the lvl does not give any bonus whatsoever while the other races' colony capships even get a bonus at lvl 1 (though I'm not a huge fan of the vasari's bonus. it's highly situational). the least would be a free extractor at lvl 1 already and more on higher lvls. this of course leads to a slight problem for lvl 3, if there are only 2 deposits. personally, I'd like to see a slight bonus
This is an idea I have been thinking about for a while and finally decided to post to see what other people thought. The basic idea is adding a new setting to the fleet options to reduce micromanagement. This setting would be named "Repeat Attack"/ "Repeat Target Type" or somthing similar. If it was turned on, it would come into play when the player ordered a unit belonging to the fleet to attack something. Such as having some fighters attack long range frigates in
[quote who="Zubaz" reply="4" id="2125498"]Pirates will pirate. Buyers will pirate if buying and running is too big an inconvenience. Minimizing that is the goal.[/quote] That is the truth that certain companies need hammered into their thick skulls. I think there needs to be a study to compare how much DRM costs a company to implement compared to the number of people that would have bought the game but didn't due to the DRM.
For a balanced fleet:1 Akkan, 2 Kols, 27 Hoshikos, 10 Carriers, 30 LRM, 30 Flak Akkan would have level 3 range boost, both Kols would have level 3 flak, carriers 2 bombers each. Would be set to hold position with Akkan in the center and Kol on each side a bit ahead. LRMs would be clustered around the Akkan and behind the Kols, the carriers would be at the back. The Flak would have 4 on each side of the Akkan with the remaining 22 in a circle around the fleet but st
Banned for having exactly 300 more karma than Craig at the time of banning him
Very good, but could have improved a bit by adding: 1.) For the sake of equality on the forums, everyone with over 100 karma will have it reset to 0 (Thinking about it, Stardock should have done that temporarily for the 1st - we all know who would be affected). 2.) The documentary filmed by eet over the past year about the personal lives of randomly selected Impulse users is almost ready for release. 3.) Everyone who orders the "Pink Space Ponies" collector editi
Banned for being a Laughing Man.
Banned for using a word that starts with p.
for(ban = 0; ban { if(PostsInThread[x].name != "Unknown924") { PostsInThread[x].banned = TRUE; PostsInThread[x].banReason = "Playing this game" }else { PostsInThread[x].banned = FALSE;
Banned for making me laugh.
Can the TEC shield be used by a planet and not just structures? If so, you could give it the shield with a good amount of mitigation to reflect how hard is to damage the inside. It would also go along with the fact that it takes time to damage something so massive. Also, what about an ability that reflects the fact that it is collecting a massive amount of energy from the sun it is built around? This could be reflected in massive AM regeneration for all firendly ship
[quote who="TheGreenBear" reply="18" id="2118695"]It isn't a contradiction - I haven't registered it because I don't like the DRM. I'd actually prefer StarForce anti-copying stuff, despite the stability problems I've had with it. Although I'd probably think differently if I had ever sat on a game disk or something like that.[/quote] I really don't understand why you like something that can physically damage your CD/DVD drives(and cause a lot of other problems) over Impulse
Updating changes the exe, which a firewall would treat as a brand new program. I agree with Azrak_Navarion, try letting SINS through your firewall before you start the game again. If it is a firewall problem, then it is completely YOUR problem, not one for Stardock/Ironclad to deal with.
[quote]I disliked the DRM so much that I tried to give away my unactivated boxed copy of SoSE, but my post was deleted in minutes. Which doesn't surprise me. A company that uses DRM and says it doesn't is hardly likely to allow dissent.[/quote] That sounds like a contradiction. You don't like the DRM yet you never registered your boxed copy. I am quite sure that the base retail version of SINS can be played as it is, thus it has NO DRM on its own. DRM onl
[quote] Welcome to 7 Deadly Sins 2.1, for version 1.05 of Sins of a Solar Empire. It is NOT compatible with 1.12 or above. 7DS 2.5 will be available for version 1.12+ Sins of a Solar Empire. Also, 7DS can only be played at HIGH maximum settings. DO NOT USE VERY HIGH settings. This will cause a minidump.[/quote] From the top of the page, right below the pc gamer cover picture [quote] Welcome to 7 Deadly Sins 2.1, for version 1.05 of Sins of a Solar Empire. It is NOT com