Only TEC, and Pirates will be in the beta's Ironclad wants to save the other 2 factions for "surprises"
Major Stress
The Clan =digital Underground= comes for you! Members of my gaming clan got hooked, and are preordering Sins. IC online shall quake on thursday
I wish my game didnt crash but i had a glorious battle vs a numerically superior AI that to my surprise didnt retreat! 1st the AI attacked dune with its usual light carrier spam. I left dune virtually undefended, because This is what i wanted the AI to do. I had my main fleet on standby at the capitol. It consisted of mostly flaks (about 25 of em). 2 Kols 2 Dunov's 2 akkans 2 sova's with a mix of colbalts, light carriers, and robotics ships. I didnt bother with the missile boats becaus
Ill just have to use the current map system as it is for now :/ (unless some big changes happen between now and release day) I am also interested in experimenting with a fully connected map. If anyone knows how to do this give me a PM.
Id like to hear " Uhhh.. fleet... We are getting our ass's kicked out here!" That snippet was from HW1 Radio chatter can be a good thing as long as it is not repetitive (like HW2's constant "this is a cakewalk!")
What you are suggesting is having no specific tactical, or logistics slots at all. Just "slots" to build whatever you wish in them. Be it military or civilian. This idea was suggested before, but it didnt go over to well.
In Homeworld the more research ships you build the more research you can preform at the same time. Shouldnt it work the same way in Sins?
Yep, you can't. Current behavior is hard coded. And all of my ambitious plans get shot down right there. Time for plan B (just need to figure out what plan B is )<
Ok i tried my experiment, and it failed... Miserably. I set all of the stars farorbitoffset to 2000000 (default is 20000), and it had no effect at all. The the stars grav well remained the same radius. To top that planets with a grav well still need to be connected to the star. Otherwise ships wont travel into the stars grav well. What i want is for several planets to be inside a stars very large grav well where ships can travel freely at sublight, build, colonize, etc. as per the normal game. T
Human strategy's will be nothing like the AI. I think when we start seeing replays of MP battles we will see some very interesting fights. The only way a Sins AI can beat you right now is if it hits you with overwhelming numbers. That is a rarity in itself right now. The AI still does its light carrier spammage. Nothing a horde of flaks cant fix.
LOL those things remind me of the old Godzilla movies where they shoot lightning out of the dishes (now theres a thought)... Oh Noes! im being "shielded" to death!
(immitates mad scientist laugh) MUAH HA HA HA! I had a feeling thats what it was, but i wasnt sure thanks
Can gimp edit the RGB color channels themselves? If not i might suggest you switch to photoshop.
Just as the topic says.. I looked through all of the planet, star, and galaxy entity's, but i cant seem to find the entry's that govern the gravity wells radius. What i want to do is have a star that has a gravity well reasonably large enough to engulf all orbiting planets (this is for the trek mod btw). Stars themselves will be the only objects "connected" (unless we can mod out the phase lanes altogether). If anyone has info post it, or give me a private message. TIA
Hehe nice! Crazy how fast you guys figure stuff out and create new material! You havn't seen anything yet Van i tried the map out, and it looks great. i didnt get a chance to fight the "eris" race cause i didnt have time to do so, but i did run into 1 issue trying to uninstall the mod. I followed your unin
Vandanburg you should write up a nice tutorial on how to do this so we can sticky it later on This is some good info. The dev's didnt use 3dsmax to make the models for Sins. However word has it (correct me if i am wrong) They did manage to import a .3ds made with 3dsmax 5 into sins using an alpha of the forge tools (was it the one of the models i sent you tristan?). There was some mesh work that
For small raiding partys you could give more than just the scout PJ immunity. Say for example give the kodiak, and javalis a special immunity as well (a higher research that requires scout immunity maybe?). Im assuming when you say "small raiding party" you mean a frigates, and cruisers only party like the pir8's. Not cap ships. I think you have it backwards Antibody. 1 PJI should slow down by 1/4, 2 should slow down by 1/2. Brilliant idea BTW <img src="http://images.stardock.com/gc2/T_
From the screens of Advent ships we all saw posted they rely on beam weapons more than Tec does. The Psi ability's i dont think will amount to spell casting in space (LOL @ "magic missile", and "chain lightning"). I think the abilitys will work similar to what TEC already has, but the method will be different. For example the Kol has "Flak Burst" as an anti fighter weapon. The Advent version is "fighter push". I am not sure if it just repels fighters away, or deals damage as well. Othe
What i meant by "jump spam" is your MP opponent repeatedly jumping his forces in, and out to taunt you without attacking anything at all.
Perhaps in an expansion the animations could be added, but for right now i think this is the right way to go. In most battles i play i am zoomed out to see all of the action, and turret rotations are the last thing i am thinking about. The only time i really zoom in is when i am watching the replays of past games. Even then the lack of turret rotations dont bother me.
Retreat is always an option in any battle (real or in game). I happen to like the way the new jump blockers work, but i think they can be refined like i stated before by having an area of effect range limit, and being able to block any jump lane not just lanes to your empire. Thus you will need more than 1 jump blocker to block all lanes of traffic. I understand both sides of the argument here. The old blocker forced you to think before you committed your forces, but it was also suicid
This happened on a custom map i tried out. I am not sure if that would have anything to do with the problem. If not ill send both the map, and saved game.
I think the dev's said that if they added turret animations it would slow down the games performance tremendously. I dont want that.. do you? Understandably tracking turrets would be cool, but preformance, and good framerate is also cool. I can live without the moving turrets if it will mean a better game.
I haven't experienced that, but I experienced after a few hours on a large game that you cant move your ships within a grav well itself no matter how many times you click the movement button, or click on a space in the grav well. They will move to other objects if you click on them.
Just want to let you guys know that bug is still there i experienced it twice in 1 game 1st came a scout, and it decided to go wandering off outside of the grav well at sublight speed... Unfortunetly my hanger defense fighters decided to go follow it. It looked like it was following the phase lane, but it was moving at sublight, and it still showed as being at the world it just left from. Same thing ha