The dump seems to happen if you watch the TEC constructor unfold - I managed to circumvent it (and successfully deploy an astroid belt Starbase) by simply zooming out and not watching the system the constructor builds in.
DatonKallandor
[quote]Actually I'm not sure now. I played a game today, and the effects were disappearing again So I guess maybe it's not the particle count. It's really annoying... The ships sit there and damage each other with no bullets or beams or anything flying around.[/quote] It looks like a particle counter leak. Some structure/ship/entity emits particles that are considered visible by the game at all times, which, after a certain time/number of entities results in the perma-lock of "too many
Simple Answer: No. Sins is Star Trek Armada in that respect, and has failed in emulating the genius of Homeworld.
[quote]Off-topic. And if you're going to claim that, you're going to have to come up with numbers to prove it with the Sins engine...something you're not going to be able to do.The fact that the majority of ships were designed with turrets obviously designed to rotate (biggest example being the Garda flak frigate), but that the Devs did not implement it, speaks volumes as to how wrong you probably are.[/quote] It only speaks volumes on how out of touch with reality the devs are. Or how
[quote]Sin's was made to not have turret animations. It cuts down in system power used, that way more people can run the game on lower end computers.[/quote] That is not the case. Turret animations have negligible hardware drain even with thousands of ships.
If you manage to make the Vasari weapons look good, especially the abysmal Wave Cannon effects, you win an internet.
Vasari use Beams, which is wierd since Advent are obviously the Beam Weaponry Masters. It looks like they ran out of time to think of a 3rd variant of bombardement.
Yet it's utterly useless because the Z-Axis doesn't expand far enough to allow meaningful maneuvers. It's identical to the Star Trek Armada implementation - a gimmick to make formations and building placement "look cooler".
[quote]So, in the end, are we going to be arguing in terms of the game or in terms of realism?[/quote] In game terms, shots could be dodged if ships moved and shots were actually calculated instead of automatic hits. In real terms, the combination of extreme range and inability to determine actual enemy location (thus working with probability wave targeting) also allows dodging unguided shots even with very survivable G forces (5-7 + crash couches and pressure suits).
[quote]lol @ the fanboy hostility.No bashing from me, in fact, I have no problem with ppl that have 6 hours to play video games...just find it hard to believe there are many ppl that can, except perhaps the very old, young kids, people without jobs/families, nerds without any form of real life social life, that sort of thing. What's odd, however, is the anger/rage like seen in the post above this one. Games needn't take hours to be strategically deep and just because a game is enjoyed by the mai
[quote]It is the case when the devs deliberately wanted to create a game featuring thousands of ships in real time that would run on four- or five-year-old hardware.Sins could no doubt have been made much more visually appealing, but that limits the audience significantly, especially given that many strategy game fans aren't quite as obsessed with cutting-edge ninja PCs as, say, FPS players.[/quote] "Sins of a Solar Empire is powered by the Iron Engine - a brand new, advanced graphics e
[quote]And you sir, have a pretty big assumption in your argument as well. Having not played the game, I can't answer this, but I doubt that any ship can shoot the distance from the moon to Earth (please correct me if I'm wrong), which is about one second. So assume FTL detection and instant implementation of avoidance procedures - you have 1 second to move the entire ship out of the way. I don't know about you, but I don't very much like soupy crewmembers. I like it when they're nice and fi
[quote]You can not dodge a laser because you can only detect something being shot at you at the speed of light.. So you can SEE that a canon fires before the shell hits, but "seeing" the laser fire occurs at the same time it hits, since it is focused light. You can however theoretically dodge RANDOMLY causing the lasers to miss... If only you could accelerate at over a million G. (G = acceleration of gravity of earth). I have included the math in an earlier post... A tiny frigate could dodge
[quote]Well if some one flys into your gravwell with 200 frigates with moving turrets its going to be a resource drain on any system i think thats why they left them out[/quote] That is not the case. HW2 had animated turrets, as well as more intensive projectile calculations - and handled hundreds of turrets just fine. In fact, even HW[U]1[/U] handled hundreds of turrets just fine. The CPU issue is quite simply wrong.
If you can't stand turn based games you need to play Sins. If you want the best tactical space combat currently available you get SotS. Fact. Sins combat is a simplistic Starcraft style math exercise. Ship A deals Damage A, Ship B has hitpoints B - do the math, the result is the same all the time. Not only are the shots not actually simulated - they didn't even bother putting misses in, which even HW2 had (while HW1 had fully simulated shots). Combat Engine wise Sins is a massive step back from
[quote] I came across another problem when sketching a big gravity well..... Size of the map will have to be HUGE to avoid gravity wells touching each other... but thats probably been discussed before... Anyways there is a problem that i came through.... Imagine the rebels want to take down a trade port or some such of the empire.... the player sets a strike team.... 2 Nebulons (4 Fighter squadrons?) and a couple of corellian corvettes, they come in from hyperspace a
The Races are nearly identical. Sorry, having two different buildings after half the research tree is not "diverse" - it's asinine. The "always on the run" Vasari have credits, fixed buildings, colonize worlds and have the exact same economy as the Millenium old Capitalist Empire and the Hive-Mindish Psi-Commune. And that's just the tip of the iceberg. It makes no sense and is dumbed down for no reason but to make it easier for the devs.
[quote]It is clear that the Beta showed several important drawbacks of making phase inhibitors too power. I would like to summarize: 1. Current phase inhibitors are not working because they do not sufficiently stop enemy fleets from simply going elsewhere. This eliminates one of the supposed main strategic points of this game. 2. The phase inhibitor that completely stopped phasing out was too powerful because it allowed death traps that made the game unfun. 3. Phase
[quote] Also, I really hope they fix the "AI running away all the time" issue otherwise whenever a SSD jumps into a system the rebels will scatter like cockroaches! Speaking of which, is it even possible for you to integrate the interdictor cruiser into the mod? That would be awesome. [/quote] I think "scatter like cockroaches" is exactly what the Rebels would do when an SSD jumps into the system. As for interdictors - both interdiction modes work in the game:
[quote]First) Relating to a topic about Phase Jump Inhibitors which is being discussed in this forum. The dialogue about the PJI's is that in the beta they used to stop all traffic within a gravity well rather than just slowing it down, thus allowing people to block lanes of space travel (a very interesting concept imo) and it got nerfed in beta because then people would just turtle and defend their superweapons. Now, I think it was a terrible idea (remember this is just my opinion) to trade a p
[quote]iunno about pirates, but the AI is currently good but has no real strategies programmed into it, what it mostly does now is mass cobalts, which does get raped by LRMs.[/quote] But why should LRM's beat Cobalts? LRMs are artillery units. They should never beat straight up combat units. It's the exact same issue as the Siege Units - they should never be able to do damage when there's an enemy presence unless the Siege, Artillery or any other kind of support unit also has a mixed su
Note that the Cannon description actually says you can only fire inside a solar system, not interstellar. So it's a mistake in some way (either in the description or the cannon)
The Z-Axis is implemented the same way it was in StarTrek Armada. Barely at all and completely irrelevant. It's nothing like Homeworld, which was brilliant in it's 3D Movement.
[quote]because its what most people are demanding whether its what they mean or not.[/quote] Thank you very much for telling [U]us[/U] what [U]we[/U] actually mean. [U]We[/U] get so confused about that. Schod - the great Enlighter!
[quote] the problem is grandmu, that all of you are going about it in a way that is 100% aggressive and derogatory, with statements like "you guys didnt blah" and "it was supposed to be like blah" and "I really was expecting blah which wasnt delievered" its the completely wrong way to go about it. [/quote] Okay, are [U]you[/U] telling us how to be polite in posts? Seriously? That's the most hilarious thing I've read in a while.