Light carriers are not at all useless. As long as you have good support for them. Like lots of Flaks, and a good mixed fleet. If you have the replay of this fight id like to see it.
Major Stress
You answer your phone by saying "Comlink Online" insted of hello. You try to use "raze planet" with a Higaran battlecruiser in HW2. (weak) You hear a phantom phase jump charging sound when you accelerate in your car.
AFAIK the AI takes over after a losing player quits. Right now you would have to wipe that AI out to achieve a victory. This is a good suggestion, because like what was said some people dont want to spend the time wiping the AI remnants out. I can see 2 options here... 1)The original "concede" topic where the losing players units simply disappear, and victory is awarded. 2) Surrender to the opposing player (if more than a 2 player map). Same as concede except the vi
Yes it is, but not if you cant see what else is happening around you. In "pilot" mode you would be stuck with just a narrow "viewscreen" view from the front of a ship. Unable to see from behind, or from the sides. I wouldn't play the game like that at all. However as said it would be cool in replays, and would make awesome screenshots. Perhaps a camera system can be implemented like the X3 camera where you have multiple focal points if focused on a single ship. Haegemonia had different camera mo
Was the Kol targeting another target when you used the ability? If so then it may have switched back to its original target. Ill check it and try to repeat what you did.
All of the AI issues are very well known, and beta 4 is supposed to have a new, and improved AI. Out of curiosity was this rapid colonization caused by the AI choosing an Akkan as its flagship? I had a game where the AI was colonizing left and right. That was because it had an Akkan flagship. In the 1st 10 minutes of the game it had 6 worlds colonized compared to my 3 from colony frigs. AI still got beat, but that is a nice head start.
Sorry guys, we just couldn't resist the promise of being able to make Madden 3000 - StarShip Football!! NO!... Make Bloodbowl! (warhammer football)
Your idea is basically the beta 1 phase jump inhibitor (the one that blocked both incoming and outgoing traffic). Plant one at a choke point and let the mayhem begin. Watch, and laugh as the pitiful AI "tries" to take it out.
I liked you kosc.... Up until now. Even schem wouldnt have thought of this Pure evil
Ok, so its my puter :/ I did a complete re-install. format, and all, because i screwed up my vista install (prolly from trying to tweak it). I did the -da fix, when i did the 1st run of sins the small rocks still glow. So that means while the fix may work for some it wont work for others. Hey you dont find these things out unless you try right?
The novelty would wear off pretty quickly (as it did in HW-Cat). Like Hizaed said, It would only be cool, and useful in replays
I wiped, and reinstalled sins, and ran it for the 1st time with altered skybox textures. The changes showed up, but your gonna love this..... When i replaced the altered texture with the original unaltered texture the game ran as if it was still using the altered version. Hmmmmmm. I am going to experiment with this some more since i now have 2 computers with sins installed on each one. My new laptop is going to become my primary computer since it way out specs my ancient AMD Sempron des
Ok this is wierd. Now the glowing rocks are back Since i did the texture fix i played 2 games with normal looking asteroids. Now every game since then they have returned with a vengeance. The funny thing is they are team colored to whomever controls that particular area. Blue on my side. Red for the AI, and Gray for the pirates/defenders. This is extremely annoying, because i like to play the game maxed out
I am copying here what i posted on the tech forum. The glowing asteroids are caused by those particular asteroids not having a -da.dds texture file. Here is a list of the rocks missing -da.dds files. AsteroidBig00 AsteroidSmall00 AsteroidSmall01 AsteroidSmall02 AsteroidSmall03 AsteroidSmall04 AsteroidSmall05 AsteroidSmall06 As a temporary fix until IC releases a proper patch you can do this.. Copy the AsteroidBig-da.dds from the textures folder to y
I figured out what the problem was... I thought it was a driver or chipset issue like you said. So i thought i would just alter the -DA textures to get rid of the glows. I discovered that the culprit rocks didnt have any -DA files at all. So i created one using the AsteroidBig-da.dds. Renaming it to replace all of missing asteroid -da files... It worked no more glowwy rocks! Here is a
I just bought an Acer 5610z laptop. Its not the best, but hey it was cheap. It is also better than my desktop system spec wise. specs: Pentium dual core 1.7/1.7 2 gigs ddr2 160 gig hd Mobile Intel 945 GPU Running windows vista home premium 32 bit I figured the game would be a little sluggish due to the shared video ram, and the fact its running Vista But i have the glow
If you guys make a startrek mod , ill cry with joy. end What do you mean "If"?! We ARE going to make one
I would like to see an all AI managed battle system put to the test. Play a few games, but DO NOT micromanage your fleets. In fact do nothing at all except send them where you want them to go. Let the AI do the fleet managing for you, and write down both the good, and bad points of the battles. Win, or lose... better yet save the replays. They should be quite entertaining
Say hello to my =digital Underground= clan mate, and fellow modder. Welcome Thunder The texture work looks very good. As for the charge up time, There is no need to alter the sound timing. The time to go to warp should be a simple text entry in one of the entity files. I dont know which one right off hand
I am personally against hard caps, but with my pitiful system i can see the need for it. 2000 fleet supply is quite allot. That is at least 4 or 5 good sized fleets with cap ships. My games never broke 300-400, and i usually have 2, or 3 big mixed fleets (i only play small to medium maps).
As i pointed out earlier the dev's want to have multiple simultaneous fleet battles happening at the same time in the full game. It will be impossible for a player to manage multiple battles so the AI MUST do it for them. Which means the AI MUST become smarter than what it is now. If a human player does a certain tactic like move colbalts out of the way of gauss guns then the AI should be able to do the same. As Vandenberg said the planetary defenses are meant only to slow down your opponent unt
I agree that the AI needs just a little more work, but IC is working on it, and i have faith that they will pull it off. You should have seen the beta 1 AI What you are referring to is AI threat assessment, and AI fleet managment. I can see how the cap ships would go for whatever gauss turrets are in the way (for the most part cap ships can take quite a pounding). However you are right the friga
The stupid AI was massed at the sun, and every time pirates, scouts, whatever jumped in it would automatically chase em leaving that fleet (with a nice marza) stuck in the suns grav well. I saw several times the AI attempted to jump to multi's homeworld then a scout showed up, and oh boy! we just HAVE to chase it! lol. The good, or bad thing depending on who's side you were on is that they wiped pir8 fleets, or weakened them before they jumped out of the sun. The one time they missed, the pir8 f
My point exactly. In fully connected mod maps we will need some kind of limitation, and limiting the jump range seems to be the best solution. Something like Gal Civ2's range limit. For those who already downloaded the map just do kosc's fix on your own for now. It works. I'll upload the fixed map when i get back from my weekend work trip.
Perhaps a small Culture spread bonus due to tourism. On the flip side enemy's with civie cruise liners hurt your culture (perhaps the Broadcast Center can be used to spawn civie ships). Oh yea, the AI pathfinding of the civie cruise liners MUST be as stupid as beta 1's (traveling into enemy territory).