KaskaraSF

KaskaraSF

Joined Member # 2601549
2 Posts 12 Replies 190 Reputation

That sounds pretty darn cool so far. I especially like the bit where the AI actually tries to make your life easier. How much control does the player have over ship firing behaviour? For example... take that battleship. How does the AI (or the player for that matter!) decide what the secondary weapons banks are shooting at?

55 Replies 109,543 Views

Submarines have imploded... or at least left evidence that suggests they have. It's not as common as less catastrophic (but still fatal) failures. The 1963 failure of the USS Thresher (SSN-593) is basically a textbook example of how to implode a sub. It depends on whether the inrushing water can get in fast enough to equalize the pressure, and what depth the sub is at. Anyways, that's neither here nor

32 Replies 18,185 Views

*shamelessly plunders earlier post of context* [quote=Frogboy]The Ironclad team is really kicking butt on the shading technology used in the game as well as the dynamic tactical interfaces which we think will help set the standard of how to interact with units of different scales (you'll see what we mean as time goes on). Thar she be, yarr.

24 Replies 37,286 Views

A spaceship would, in fact, have a very very hard time imploding, since there's lots of pressure inside (from the atmosphere) and absolutely no pressure outside, priming it rather nicely to ex plode. Now a submarine on the other hand would probably implode, because there's only about 1 atmosphere of pressure inside and usually lots and lots of atmospheres of pressure on the outside (one atmosphere for every 10m or so of water you're in). Speaking of exploding, one of the new scre

32 Replies 18,185 Views

Ahh, news! Yay. The chameleon ships are a really neat idea. I don't think I've ever heard of something like that before. I want to ask more about what the phrase "dynamic tactical interfaces" implies. One thing this could mean (from an interface standpoint) is that fleets/planets where you're actively engaging the enemy are made more prominent (bigger/bolder) in the empire tree. That would actually be really handy... Anyways, I'm pretty sure the phrase means someth

24 Replies 37,286 Views

There will be three different particle systems used for them, however. That certainly sounds rather nifty. Has anyone here seen particle-system driven explosions before?

32 Replies 18,185 Views

I can't recall if this particular question was addressed before, so I'm asking again, especially since the graphics continue to change and evolve. The question is: What are the explosions like? To be absolutely precise: How big is the boom? Now, I realise this is a somewhat superficial issue... and not exactly in good taste to ask of hardworking game devs. It's akin to asking a girl what her bust size is. However, I have really sound reasons for asking. The recen

32 Replies 18,185 Views

After everyone made good arguements why 3d movement would be cool, we added it. It has been in for several months now. There was a lot of this kind of interplay on the old boards. We'd come up with wild ideas and you could never be sure they wouldn't be looked at seriously. <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0

55 Replies 109,543 Views

It might be a good idea to pick through the old forums (while they're still up!) and dig out common questions for a FAQ based on developer answers. Might save some trouble, provided people actually read the FAQ... my experiences on other boards leads me to believe it's hard to get people to read stickies

25 Replies 67,000 Views

Yeah... this is one of the aspects I was really looking forward to. It makes strategic planning really important. @Leth: Give it time. It'll happen. You can't rush these things.

25 Replies 17,341 Views

You are seeing much of the HUD stuff. For example, the red lines are for attack orders, blue lines are for phase jump orders and green is for movement. The skin shown is for the TEC. I'll talk more about specific elements in the future. Ah, cool. I find that kind of arrangement gives me a readily digestible impression of what my ships are up to.

10 Replies 7,993 Views
Reply to Reunion in Everything Else

I'd better go get more coffee... I see late night posting in my future... Here's hoping this is the last time the Sins forums migrate!

16 Replies 47,423 Views

Hey guys. We've all been waiting to have a peek at the UI, even though it's in the early phases, and it's shown off quite promintently in some new screenies over at GameSpot (see the external link at the bottom of this post). So let's hear the reaction you've been waiting so long to deliver. Looks pretty nifty as far as I'm concerned. Some of the unit stats that pop up might not be especial

10 Replies 7,993 Views
Reply to Welcome! in Sins News

Glad to see these forums are up and hopping. It's also good to finally hear some feedback from the Ironclad crew about the deal. Way to keep us waiting Blair!

72 Replies 96,926 Views