Just so you guys are aware, planetary invasions/battles were talked about in beta and repeatedly turned down. It is possible to see it somewhere down the line, but I doubt it would be up for re-consideration just yet :P
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I believe each ship entity file has a line for prefersToFocusFire TRUE/FALSE setting. Setting it to FALSE should get ships attacking a larger number of targets ;)
It's a known bug, to fix it just go into Game Options again when you load and accept them. All the correct options will be there, they just need to be "accepted" again so the game will initialize them when you click Start. :)
I feel less paranoid delusional now, thanks Dizzy :P
Ahha, thank you :P That makes sense :)
:CONGRAT: Thank you much :)
[quote]Already done! Can't wait to show you guys [/quote] You think *you* can't wait ;) What about us?
Now I'm confused. I'll specifically try it once I get home to make sure whether it's working or not :P
The option to randomize resource rocks isn't in 1.03, just resource gather rate.
And there was much rejoicing :) Thanks, Blair!
Spacebar should also work :) There are also 3 quick-zoom keys for various zoom levels (Z,X,C) that you can use.
Oops, thanks Vandenburg, I read it fast and didn't catch the "not", apologies. There is a known issue that if you quit while in Cinematic Mode, the next time you start all the UI options will be disabled (basically, your settings get overwritten with Cinematic Mode's). But yeah, as RedMaw suggested, make sure everything is enabled.
That's why Cinematic Mode is called Cinematic Mode.. it disables all the UI overlays so you can screenshot/video capture just the game graphics :P So no, that's not a bug.
The AIs can surrender now before they're completely wiped out. When they do, they have the behavior they describe (they don't do anything other than defend with whatever they have left). However, getting missions against the defeated AI seems like a slight oversight in the mission criteria, sounds like they weren't adjusted to account for surrendered-but-still-on-the-map AIs :P
Edit: Le sigh, double post.
Most of the stuff people are suggesting is really expansion pack/sequel material.. even content patches can't add something like a ship customization system :P
[quote]I feel lugubrious and alone, without SoaSE[/quote] Hmm, I'm thinking a QUICK and EASY online purchase of Sins, FAST download speed, and a publisher and developer who keep supporting their game could quite easily put an end to your loneliness ;)
The Novalith already does this.. it would probably be in the Shell buff file also, so you should just be able to increase the duration :P
There's a known issue with Nvidia drivers causing all sorts of crashes. Nvidia promises that they fixed it in their upcoming driver release, but there's nothing Ironclad can do about it at this point, they've had a ticket open with Nvidia about it since way back in beta :P
Sounds like that would have to be a buff within a buff call.. something like periodicAction with the Finite count of 1, applying a buff to ships within grav well (don't remember the reference that the planet abilities use for this). This would call a second buff which just has entityBoolModifiers to disable regeneration/engines/weapons to make the ships dead in space.
Yeah, it's not possible :P
Which buff file had the Finite reference? Because logically, making something Finite has to have a definition of how many iterations it needs to do.
You can manually set the game to use that resolution by editing the user.setting file in your C:\User\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting folder: VideoFullScreenWidth 1600 VideoFullScreenHeight 1200 Just set it to your resolution, obviously, I just pasted mine :P
Yes, though the majority of ships only have weapons in the front, so their targets of opportunity will be more limited :) They still do it, though. If you order them to pursue fleeing ships, and there's one in front of them within weapons range, they'll still shoot at it while closing in on your designated target.
Oh that's a tricky one. I haven't tried doing that, but it might be doable. How exactly do you need it to work? For example, when the map starts the planet would apply that buff to the militia ships around it, but nothing else? Thinking out loud - whether it's an InstantAction or a PeriodicAction, it will always remain "active" as long as there's no finish condition. If it's an InstantAction, it *should* always be applied, so even if you limit the number of targets, as you dest