LazySumo

LazySumo

Joined Member # 2456536
10 Posts 57 Replies 452 Reputation

No, the opposite. The only area where the screen IS clickable is in the center where you would expect the interface to be when the game is in widescreen mode.

4 Replies 4,702 Views

I'm trying to stretch Sins across 2 monitors while it's in windowed mode and I can certainly move all the .window files and achieve that, however there seems to be an area in the center of the two monitors where the game is accepting user activity (mouse clicks) for action. How would I go about changing that? I've checked all the .window files, there doesn't seem to be one overarching one that controls all mouse input. Ideas? If someone will answer me that I'll post a Multi-Mon mod that

4 Replies 4,702 Views

Can't help with much of it, but I can address this one... "As has been mentioned elsewhere, the InfoCard definitely needs to pop up in the corner furthest from where the mouse is pointing. It does have a terrible tendency to overlap what I want to look at." Pull down my Minimal UI mod and install it. It makes the info card itself (not the text on it) almost completely transparent, that way it's way less intrusive. Screenshot and download here: [link="https://

6 Replies 5,647 Views

Set the PJI's to fire and use antimatter like other weapons. When they hit a ship, it's given a 2, 3, or 5 minute "no jump" timeout. This way you could stack them and place antimatter reservoirs behind them to help them regen faster. Give them an AM tank that could hold enough for say 10 quick shots or so.

43 Replies 37,228 Views

Really wish IC would release some info about how the new mod tools were gonna work. I can already visualize an interface with sliders for SO many different variables.

16 Replies 13,784 Views

Well the Mods screen sees any folders you put in the mods folder, so that's a start. However I'm most likely missing a manifest file or something because enabling the mod causes a beautiful 3G dump. Yarlen, I suspect your right. Stardock, anyone care to help out?

2 Replies 3,572 Views

So how do we package a mod so that it is usable in the Options/Mod window? I'm looking but not seeing any guidance here. Pointers?

2 Replies 3,572 Views

Yes, edits to this file DO effect game play directly. Make sure you're backed up! By adding 1 to all the values there I made ship transport and building happen about twice as fast or so.

3 Replies 5,110 Views

It's not a graphical glitch Pill, someone simply took a shortcut instead of coding the proper response to the shipyard finishing it's job. You're right, it's an awesome game and I love it, but it's like looking at a gorgeous automobile and thinking how pretty it is and the whole time you know in the back of your head that you have to hit the trunk *just right* to get it to open because the auto-maker didn't align the hinges properly. No, it doesn't deter how pretty the car is, how fast it is, ho

14 Replies 25,754 Views

Mtn Man, [quote] I imagine these are all deliberate compromises to make the game scalable for as wide a range of systems as possible. It would probably be too much work to create special animations, etc. for high-end computers. [/quote] Mountain Man, hate to do this to such a fine thread, but here goes... Homeworld managed to have ships come out of the shipyards and take up station/fly to rally point without an issue ALMOST A DECADE AGO.

14 Replies 25,754 Views

OK, open up your game folder and browse to \GameInfo\Gameplay.constants file. Open it in your handy-dandy favorite text editor and search for this line: gameSpeedData-Fast If you look at that section (and the -Normal and -Slow sections before it) you can see what variables are altered when you go from slow to fast. Here's the whole section... gameSpeedData-Fast incomeGameSpeedScalar 0.30 shipBuildRateGameSpeedScalar 0.20 moduleBuildRateGameSpee

3 Replies 5,110 Views

[quote] civ is the campaign, that game doesnt need a format storyline campaign because the game itself is the campaign, the whole premis of the game is basically to take over the world, and thats all it needs to be and as per the expansion, why should i pay for something that should have come in the original release? [/quote] Wow, and you simply don't see ANY of your statement applying to Sins? Amazing.

48 Replies 39,885 Views

Designer, look in GameInfo\Gameplay.constants. There are some universal constants in there that may be what you are looking for. Of course, back the thing up first.

16 Replies 13,784 Views

eSphynx, you're kidding, right? You can always have MORE minimal! Yeesh. :) Thanks KL, I'll look into it once 1.02 gets closer.

29 Replies 27,890 Views

Name: LazySumo's Minimal UI PoC: LazySumo URL: None Info: Simple minimalization of the UI. I've freed up quite a bit of screen real estate and made the info popup screen MUCH less intrusive. Link: [link="http://75.13.176.62/lazysumos_minimal.zip"]LazySumo's Minimal UI[/link]

60 Replies 112,447 Views

Lut, the smart thing to do is ALWAYS back it all up, just to be sure. But if you examine the .bat file you can see what files are altered and back those up. Just because I'm such a great guy the batch file will go ahead and make backups for you. Not sure about next patch, are they planning on putting in some sort of scripting then?

29 Replies 27,890 Views

Shadow_Warrior, check it now. Thanks for the suggestion, glad you made it. I'm especially happy with how NON-intrusive the popup window is now. Glee!

29 Replies 27,890 Views

Nothing done to the top bar, it's pretty minimalist already. I suppose it wouldn't be hard to do the same thing. However, I'm currently busy spreading my animas to the unbelievers on Hygiea. :) I might tackle the top bar tomorrow as well. Of course, I'll have to get rid of the spiffy name, sigh. Maybe LazySumo's T&A? Thanks for the compliments, too! Much appreciated.

29 Replies 27,890 Views

The UI for Sins is a thing of beauty and wonder. Except for all of the wasted real estate. There is soooo much wasted that I just had to do something. And since I can't yet mod features via scripting (Come on Ironclad, patch that in for us!) well, here we are. This is just a simple UI mod, I changed a .tga file to get rid of all that metal and altered some XY coords in two .window files to tighten things up and viola! We're done. The mod SERIOUSLY adds in some extra "roominess" all the

29 Replies 27,890 Views