Annatar11

Annatar11

Joined Member # 2632777
66 Posts 11,640 Replies 28,704 Reputation

[quote]Also note there is a bug which "they" say will be fixed in 1.04 where the AI gangs up on the top player[/quote] This isn't correct. AI ganging up on the top player is not a bug but an intentional design. The bug commonly referred to is game options (namely, locked teams) not applying properly when loading games, so a game that started on locked teams will become unlocked on load, unless the player accepts the locked team option again.

10 Replies 4,726 Views

[quote]mmm.... that's the wrong question. Since the drivers were around BEFORE the game I have to question if Ironclad came up against this problem and, if so, why Stardock have KNOWINGLY release a buggy game that affects so many people?Cheers,[/quote] No, *that's* the wrong question. Ironclad can use the framework that's provided by DirectX. They, however, don't have control over how video card drivers interact with DirectX and the cards. Ergo, the issue isn't anything Ironclad could e

38 Replies 56,470 Views

You don't need to click on the selectable wormhole itself, just near it - although right clicking should give them a move order also. Once you discover the exit point (by going through it once), you'll be able to see a thick white line between them that shows the link.

10 Replies 20,893 Views

That's the bug Blair mentioned. Locked teams is part of the custom game options that don't properly load on their own, but there is a pre-1.04 fix if you're still playing it - just re-accept the options before you click Start on game load.

33 Replies 52,836 Views

I'll agree with Uzii also. A list of non-obvious changed files (meaning, if the patch notes say some ship was changed, obviously the entity file is), and the reference data right along (or closely following) the patch release would be great. As a slight aside not directly related to converting - but the ability to make comments in the files that the game would skip over when loading/reading the file would be all kinds of awesome. Right now any typo or blank space causes pretty

41 Replies 28,222 Views

While the diplomacy system isn't as robust as turn-based games, it's not impossible - and usually it's pretty easy to maintain at least a cease fire with 1-2 AIs once you get used to how it works. The AI does gang up on the strongest player - which isn't always you, it can be other AI, that's a normal mechanic. In an FFA, everyone's trying to win themselves, so the strongest is the biggest threat and they try to curb it a bit. If they succeed, they break off their own alliances and star

33 Replies 52,836 Views

[quote]Why have I not received any correspondence from IC support concerning the mini-dumps I submitted? [/quote] Considering IC is all of 9 people, and it probably wouldn't be far off to guess they get thousands of emails, they really shouldn't be expected to answer every single one. Even in beta when we were a much smaller group, sometimes it took a long time to get a reply from support, but the majority of the time we still didn't get anything back - doesn't mean they didn'

6 Replies 4,483 Views

Colonizers allow you to expand faster, but other capitals either bring more survivability or abilities that can be more helpful earlier on instead of the ones on colonizers. A lot of it depends on the map, it's not always necessary to be able to expand really quickly :P

22 Replies 11,639 Views

[quote]What about some sections in some maps where there is just asteroids to in habit, same concept?[/quote] Not exactly sure what you mean.. some maps are made with some randomness, some aren't. Are you talking about the neutral extractors to capture? If so, those are also created by the game itself, not the map file. [quote]Is it possible to do test battles. Say you want to pit 70 LRMs up against 40 Illuminators. Is this possible with Galaxy Forge?[/quote] Nope, i

13 Replies 5,526 Views

Those aren't placed in Galaxy Forge - they are properties of the planets themselves, so when you put down a planet it'll assign the appropriate number of resource asteroids based on the planet's .entity file in GameInfo.

13 Replies 5,526 Views

There is a playerpirate.entity file, and I'm pretty sure it has a line "canColonize FALSE" (the playables are set to true). However, given that pirates don't really have AI in the same sense as actual computer opponents, whether or not that's useful I don't know. It's possible that you could stick some colony ships in their raid make-up, and if the canColonize flag works after they manage to destroy a planet, the colony ships might snag it. But again, the game may not be designed to han

5 Replies 4,712 Views

[quote]By the way, every DRM vendor says their copy protection are the least intrusive, convenient, invisible, etc... I prefer to make my own opinion based on a clear explanation of how it works.[/quote] But on the fundamental level, online activation/auth is not copy protection - there's never anything preventing anyone from copying the Sins disc, or running Sins without the disc in the drive, or ever being unable to play it. Stardock's philosophy is that instead of trying to

8 Replies 6,355 Views