[quote]No. My complaint is about the AI. If you play unlocked then for whatever reason the AI (those that have come in contact with the human player) will ignore other AI players and basically send all forces after the humanoid player. Does that make sense to you?[/quote] Yes, now your post makes sense to me. A little bit of context goes a long way to understanding. ;) [size="0"]I.e. I had no idea what your problem was before your explanation. [/size] -----------------
Vandenburg
[quote]You expect them to just throw away ships when they are losing? Please qualify your post, did they have a more valuable and more fortified planet to protect? Did they retreat so they could group up with newly built ships? Both of those options are better than just throwing ships away.[/quote] Well, actually he's quite right, even though the tone and style of his post is quite unhelpful. The AI still retreats even if there is [B]no place to retreat[/B]. I've just won a
[quote]5) Lastly, Stardock nor Ironclad are going to make changes to the game that are to the detriment of the single player game experience. Why were siege frigates nerfed? Because it was a "quick fix" to help improve single player which is where most people play the game most of the time. Similarly, you will see updates that you may not agree with if you're a multiplayer user but helps single player. Similarly, some single player users may disagree with a change that improves multiplayer (thi
[quote]1.03 AI still just terrible[/quote] Uh... shouldn't your post title be: [B]1.03 AI is too strong[/B]? Also on which AI difficulty level did you play? What kind of AI personality? And, your complaint isn't really about the AI but more about the diplomacy system.
[quote]I haven't seen anything close to local suicide by the AI, not even to defend their most valuable planets (other than the home world, but that was a mechanic implemented in 1.02). In fact, they would rather retreat and lose a capitol ship and 20 frigates while trying to jump away rather than to try and fight. So I still don't see most improvements in the change log making a significant impact.[/quote] Sadly, that's all too true. What's also still annoying is, that the AI
[quote]I don't know what synchronized targeting is, haven't spent time figuring that out yet.[/quote] It means that all shots will converge on a single point. Ie. all shots will hit the same point. Btw. I prefer [link="http://www.december.com/html/spec/colorcodes.html"]this table.[/link] More colors and the names included. :)
What kind of monitor did you use for that screenshots? 5120x3840? I need to get me one of those. :d
[quote]I am not sure if this has been mentioned I tried to search but nothing came up so here it goes.[/quote] Never heard or experienced something like this before. :NOTSURE: Does it help when you lower the graphic settings?
[quote]But if that's the only way, then I suppose I can adapt... [/quote] What I do is zoom out to the max and then zoom in wherever I want, pretty fast and gives you a nice overview too.
[quote] What a brilliant description of what I like. Will we be satisfied one day?[/quote] Basically a space empire simulation, eh? Well, I would love that. :)
Well, the first game will always start slowly (depending on your graphic cards, hard drive and drive fragmentation), subsequent games will load much faster (nearly instantly since only the map needs to be loaded, while all other assets are "preloaded" allready.) So if you don't have any other perfomance problems, I wouldn't upgrade just because of the load time of the first game. ----- It would also probably eat mine as a snack. And I run Sins just fine. :)
I actually would love it if it where possible to define artifacts, planet bonuses and asteroid counts in the map files. Imho that's the place where those infos logigally belong to. (From a map makers and modders perspective.)
[quote]P.S.S Oh it's getting really late - must chew more Blitz![/quote] Hey Blair, don't tell me you haven't slept until now? Didn't your parents tell you, that a lack of sleep results in bugs in programming and in ships dropping out of phase space? ;) So take a nap [size="1"]but not more then 4 hours though[/size] before you burn yourself out. :)
[quote] I'm guessing planets need to have some special type of emitters. I'll have a look see soon. I'm working on having sins .mesh files imported back into my editor. That way I can re-save them into .mesh and see if there's any issues. [/quote] That would be really great. :CONGRAT:
Export it as a .3ds or .obj file with max. Use code herders mesh editor to convert them to mesh. Don't forget to add your textures to the materials and copy the created .dds files (the textures and stuff) to the textures folder and the .mesh file into the mesh folder of Sins. If it works, be surprised. ;)
[quote] I'm having issues with Mar's atmosphere! Anyone know how to make it so that the right side is like the left? I can't fix this till tomorrow afternoon (Bed, and school. And I have a paper I should work on tomorrow )[/quote] You need to make a fitting texture outside of max. Use any picture editing software you have for that. [quote]Well, you would just need to use the mesh editor. The rest is text file editing.[/quote] Actually there are some problems with y
[quote]In each case the people who post are attacked by an identical group who seem to believe that a discussion consists only of rote repetition and that anyone attempting to point out weaknesses in the game is somehow attempting to directly attack their baby.[/quote] QFT [size="1"]sadly[/size] :([quote]Tec have shield regeneration capabilities, Vasari don't.[/quote] Huh? Ah, you mean the Hoshiko's special abilities and the Dunov shield restore, for a moment
[quote] Wow, I take it back. I'm never touching another Eidos game again ever! That's false advertising right there, which is very illegal . [/quote] Well, it's probably not illegal though, just highly misleading. They don't say anywhere that those stars are review scores. ***** They could just be line breaks. And they don't say anywhere that these quotes are from reviews either, just that they're from the named
[quote]I think the best suggestion was the graphical issue of scale, hes right currently battles are a little too out-ranged for happy vieiwing and manuvering would be terrific.[/quote] Well, that's the problem when you want to have a "realistic" scale (it's not absolutely realistic, but much better then most other games out there). Capital ships are big compared to frigates, which in turn are bigger then fighters/bombers, but all is dwarfed by planets, stars and the emptiness
[quote]1) Colony Frigates need to be regarded as "non-combat" so that if you select all pips in a system , they wont get selected with your fleet. [/quote] Also Colony Frigates need to have the default stance "hold position". Else they will try to attack enemy ships, leading to their certain destruction. Or they need to get their weapon removed (4 dps isn't useful anyway). [quote]2) Fighters , should be given low priority for bandboxing. the problem is that it is very hard to b
Ok, now I got curious too. I've changed it to false, to true and tested everything. It doesn't seem to have any effect at all. :NOTSURE: Devs, do we get a hint? :)
Nope, not possible.
[quote] This is going to sound smart. Ive been playing since beta 2 and Ive never tried online. When I try to go on Ironclad online from the sins main menu it kicks be back out with a network error. If anyone can let me know what I need to do to get online I would be much obliged. [/quote] It sounds like a firewall is a problem. Try adding Sins to the exceptions (windows firewall, etc.). Running Sins in window mode may allow you to see eventual
[quote]One question: How do I play multiplayer? Ironclad Online never has anyone online at my times...or maybe we use Gamespy or something else to play MP? Or maybe it's my router that allows me to Connect yet not show any games?[/quote] Nope, Ironclad Online is the way to go. Problem is, most of the beta players are probably from the USA/Canada. So they're on at different times. You could try going in the #sins chat via stardock central. Usually there are more people there ava
[quote]For example, will setting the autocannon on the kol to attack type antiverylight cause it to prioritize fighters above other targets (assuming that CanFireAtFighter is set to true)[/quote] In theory it should do that. [quote]will changing the damage type from "physical" to "energy" make any practical difference?[/quote] Nope, no difference there at all.