Vandenburg

Vandenburg

Joined Member # 2454209
10 Posts 823 Replies 10,850 Reputation

[quote] I think the bottom line is that the Zolfs are working perfectly fine. The problem is that the counters for the Zolf are a bit underpowered, mostly for reasons beyond my control at this time.[/quote] Agree on that. It looks quite awesome when they're launching their mobile mines and swarm the enemy with them. [quote]One other factor is that point defense isn't as common as it's supposed to be. In the source material, every ship carries some amount of point d

60 Replies 47,155 Views

[quote]We've been in touch with ATI about this. It's an issue they're trying to resolve with their drivers.[/quote] [quote]I've been trying a variety of different Nvidia drivers released since summer (when i got my new PC) but all of them seem to have this problem[/quote] Just wondering.

9 Replies 3,706 Views

[quote]and even if your using units against their counters (fighters against flak) they can still win -- it requires a fair bit of numbers, but nothing to overwhelming.[/quote] Actually if you use fighters against flaks, you need hundreds of fighters for some few flaks. Although with bombers, that's a bit more likely. --------- But no, throwing hord

14 Replies 17,336 Views

Nice Mod. Though imho The Zolf Class is too powerful once you get lvl 3 Mobile Space Mine Burst. It launches 5 mines every 2 seconds for only 4 antimatter per cast (which allows you to cast it dozens of times) which do each 1200 damage. You can easily kill entire grav wells with defenses and enemy fleets with just that one ship. Even if the enemy has some flaks you can easily overwhelm him with mines and some micro management. It's fun against the AI to do that, but im

60 Replies 47,155 Views

[quote](although annoyingly I haven’t yet found any function to force them to stay in formation during this process – my frigates always kept charging way ahead of my bigger capital ships and getting torn to pieces in larger fights)[/quote] Hear, hear.

25 Replies 29,801 Views

All your problems solved! (except sound) Nope. It's a different issue. The problem in the thread you've linked were only asteroids. But the white pixels happens with all kinds of models and only at the edges of them.

9 Replies 3,706 Views

I noticed that when I zoom in on some ships I see a red dot floating about them.... what is it? It's the targeting ability from the Akkan.

1 Replies 6,825 Views

I also get that pixel problem (with a Radeon 9800 256 Mb and newest drivers). It happens only at the edges of models when zoomed out, so that the models are quite small. It's easy observable in asteroids where there are lots of tiny and large ones, because they have so much edges. Zooming out just before the vanish or change to icons and those white pixels are easy observable. Perhaps it has something to do with anti aliasing? <img src="http://images.stardock.com/gc2/T_DL/smil

9 Replies 3,706 Views

It works very simple. Every capital ship in the grav well, where the enemy killed happens, gets experience. Also experience is shared. Ie. if there are 2 capitals and a 50 exp pirate is killed, both capitals get 25 exp. That are the only conditions.

11 Replies 14,477 Views

There is something wrong when ALL those frigates can't take down a single cap ship (with minor upgrades). Two capital ships cost about 6000 credits, 800 metal and 700 crystal. 15 Cobalts cost 15 * 300 = 4500 credits and 15 * 55 = 825 metal. So no, it's no wonder he lost with that much less resource investment. And yes, it's his fault for losing. Cause he didn't build a new capital ship. With a Kol or a Marza + frigates he could

130 Replies 26,065 Views
Reply to Mesh files in Sins Modding

Btw, I'm not too sure which format would be best to import to sins since I'm not an artist. Anyone with preferences? .max (3d studio max format) .dxf (AutoCad format) I could then use it with my old CAD programs...

91 Replies 53,360 Views

Actually what happens is the following: The Kol's gauss cannon incorporates a move command (why, I have no idea) which overwrites all current commands. Thus after the Kol has fired it's gauss cannon it has no other orders left, thus defaulting back to it's AI target finding, thus choosing a target on it's own which isn't necessary the target you specified before. There's also a second strange thing about the Gauss Cannon ability. It's the only weapon that has a firing arc of 0°

17 Replies 6,603 Views

I'd just like the capitals to not be so decisive in the game. But thats the point of the capitols: to be big, powerful, important ships. Have to strongly agree with Ron Lugge. The devs repeatedly stated that the capital ships are intended to be the core of your fleet. They shouldn't be the answer to everything, but they have to be important and powerful.

297 Replies 218,266 Views

I support you on this one. its good that capships are as powerful as they are, but the leveling is too strong and leads to too much babysitting. Actually I like that babysitting very much. Fleet battles are after all still the meat of Sins and imho the most enjoyable part of it, so I like my high level capitals with lots of abilities.

130 Replies 26,065 Views
Reply to Mesh files in Sins Modding

I'm pretty sure the .fx files are just shader files. Yeah, they may very well be that. Doesn't help me since I've no clue what the commands there mean. The highest programing language I know is C++ and even there I never made much with graphics...

91 Replies 53,360 Views
Reply to Mesh files in Sins Modding

Vanderburg: How did you edit the particles? When I looked at it, they were binary files. Hex editor. It's a pain but with comparing different files to each other, I was able to make custom weapon animation and stuff work. But it's more trial and error than true understanding. <img src="http://images.stardock.com/gc2/T_DL/smiles/Hmm.gif" bor

91 Replies 53,360 Views

Edit: After a second thought. Fits in both forums. General and modding. Btw. wrong forum. ------------------------------- Speed: Directly comparable between units, max speeed of the fastest units should be 1/2 the range of the furthest range (gives the longest range ships a 2 second firing period before coming under fire against th

31 Replies 21,209 Views

After your capital has been destroyed the enemy capital is severely damaged. You can try to finish it with cobalt hunting packs. If it is still in reach there is nothing more important than killing the wounded bear. Cobalts are expendable in this situation. Yes that works. But we're talking about a situation where only one side has lost it's capital ship. And if this happens on small maps, the one that loses it's first capital ship early in the game will

130 Replies 26,065 Views

you could make a dedicated capship killer ship/ structure, but that would probably weaken them too much and maybe take away from the offensive portion of the game. Not only probably. It would certainly. maybe you could get some powerful defensive weapon that you can only use for as long as you dont have a single capship. that way the "better" player has enough room to expand and eventually overcome this thing, but

297 Replies 218,266 Views

Please, no resurecting/respawning Flagships. If they do that, they might as well put health kits and ammo boxes in gravity wells. Um, you don't make sense. Or did WarCraft 3 had ammo boxes? Now, here is an idea that might help in small games. How about Flagships get a small bonus (can explain it away as the crew/officers/engineers being the cream of the crop). If you lose your flagship, one of your other capital s

130 Replies 26,065 Views

What it prevents is a simple research gun, better gun, better gun, better gun... that other games offer. So it's the same as in Sins. Moot point then.

25 Replies 6,305 Views

At the moment the bonus for exploring all your planets seldom is good enough to repay the money you lost, some extra (smaller) boni which could be more common would help with that. Imho they need to greatly lower the price for exploration. In multi player almost no one does exploration because of the cost (and the low amount of bonuses on some maps). The one that do explorations are either already winning and thus have resources to spare or will lose, be

14 Replies 3,503 Views

maybe flagships should have like 3x the hull shield points they have now, so they last longer in that type of game... So that the player with the surviving flag ship is even more powerful? Personally i would like to see the damage of bombers upped quite a lot against later ships (2x against cruisers and 4x against caps) but lowered against smaller ships (1/2 against frigates 0x against other fighters and bombers)</div

130 Replies 26,065 Views