Well, that's a point, but its not "considering" the ridiculous trade port advantage - don't forget that in two+ player teams where the TEC feeds the Vasari, the bonus to resources totally stacks with that "bonus to production" sort of thing the Vas have in RA...
Radtoo
The problem being that RA will still be pretty much unbeatable after that. Why? Well, you essentially have instant and free replacements to your army, which will be at around (estimate) 50% effective/desirable ships against your enemy's army, even if this army is based on only like two ship types. Plus you can harass your enemy quite heavily for free (with the disposable RA part of the fleet), and the RA thing also works as sort of a rather insane production bonus to frigate / cruisers,
[quote]My suggestion is to look up NTFS junction points.[/quote] I provided a link in Reply #27.
I have never tried it on windows, but this would be one possible solution on Linux. Might be worth a [link="http://shell-shocked.org/article.php?id=284"]try[/link]. Even if it does not, there may be other similar utilities meant to tackle such problems on windows... PS: If it works, I humbly request to be presented with a space pony?
[quote]Guys, please take the copyright law discussion to another thread and leave this one for news about the actual mod.[/quote] Can't easily be done by us - have an editor move the relevant parts, otherwise the context gets lost (it relates to this mod & distant stars after all; its not an entirely isolated copyright discussion). Also, no worries, news will probably go into the always visible first post anyways...
@Diplomimator: The composition range seems like a great idea! But more fleet research will not address the effectiveness of early RA rushes in team games. It simply means that you'll need two allies to provide you with planets and resources instead of one... Most importantly, RA shouldn't be a source of income at all. No scuttle! Also, I stand by my proposal to also nerf DPS of RA ships and lower their armor, lowering the total fleet strength proportionally to how man
[quote]Ironclad still owns the original copyright, and you recognized that, which means that their copyright release applies just as readily to anything falling under that copyright.You can't use something in the public domain, tweak it, and then sell it for money. Why do you think the GNU Public License still exists? Because derivative works *MUST* fall under that very same license.[/quote] I'm of course assuming the mod is using its own original or appropriately licensed textures and
I don't think there's much in the ways of accelerated direct x / opengl yet. (VMGL, okay - but see, that version number is indicative of its current usefulness...). Wine / Cedega are your best bet, even for a longer while from now onwards.
Uzii: Can I perhaps convince you to pick a very explicit license (like [link="http://creativecommons.org/licenses/by-nc-sa/3.0/"]this[/link] one, or some other CC license perhaps), so that people can have peace of mind as far as redistribution, perpetuality of the licensing and stuff like that goes...? Just 'cause that other thread I won't mention here had me alarmed, I've seen too many modding communities be split due to license disagreements and stuff. :)
Copyright is automatically and exclusively on the initial creator's side. What we got is an explicit license (read it) to use ironclads work in exchange for money. And we got an implicit license to use distant stars for free by its creator. Courts generally ruled things that were published by their creator on the internet are meant to be treated as if they were treated for simple use, no redistribution to strangers or modification allowed, and that's also pretty much common sense. But
[quote]A "good" player will naturally try to ensure that his economy somewhat matches his fleet size (in relations to the enemy's fleet size), which will truly make for an unstoppable RA.[/quote] Lets not underestimate the difficulty of doing this. It involves marking units and hitting the "Scuttle" button. Repeatedly. :SURPRISED:
[quote]This is why a separate competitive ladder (or something similar) is a must for 1.04. Casual and competitive gamers should not be forced into playing together.[/quote]No, we mainly need a virtual dice to determine winners for people that don't like loosing in a competitive game where skill & experience counts the most... 'cause you know, what would happen if there were casual players with an actual games' or two worth of experience, they could even win based on what they learned!
1. Do a fast analysis on what went wrong (in this case, that's done) 2. Play larger maps so rushes aren't that viable as strategy, if you don't like rushing. 3. Quit the game since you still loose against better players. 4. Repeat 1 through 3 with another RPS or FPS or Arcade game. Start blaming your losses on people having superhuman brains and too much time to play. 5. Profit? Or, alternatively, play with friends who aren't extremely much better or worse than you
@CptSiddy: Maybe if you're thinking of a typical small / med galaxy 1v1, that's true. But there's not a good counter on large maps, especially those where you are in a different star system. Also, try to counter if the Vasari is teamed up with a TEC player that's feeding him planets and resources. Heh. RA is not to be beaten, its to be nerfed! Scuttling has to go (how about a self-destruct with a small loss to planet happiness instead?), as well ships generated t
In single-player you should do fast-reselling at twice the price, or at least in 1.02 you did. Also, upgrading newly acquired asteroids is no problem even if you upgrade your homeworld...
Never mind that the AI in single player games is unable to use RA properly. There's so many ways to exploit AI weaknesses' (black market prices, predictable attacks where you can ambush, AI inability to pinpoint attack superweapons, AI inability to even basically make a guess effects of ship skills on combat...). Its multi-player where unbalanced things show! In the hands of an atrociously bad player, RA is already strong, but in the hand of a slightly better than beginner (can scuttle
Awesome mod, tyvm for doing this! I have but one comment: Have you ever thought about throwing this in a publically available git / svn repository for the fanboys, people who'd like to suggest patches, and possibly the people who created the inbuilt-mini - mods?
Well, it just happens to be the case that FFA is rarely much fun in strategy games, especially not if people can form (loyal) teams before the game started and such trickery - which unfortunately some people enjoy doing greatly, over and over. More often than not, its not a game of a lot of unknown & changing allegiances where you can use diplomacy to its fullest, but just "more vs less" - and that sucks.
[quote]Is it in repos yet? Wine I mean[/quote] You didn't say what Linux distribution you used. It is in Gentoo's portage tree, but quite frequently Gentoo is a couple of days faster than other Linux distributions as far as package updates are concerned... If your dist doesn't have it yet, wait for a couple of days, or [link="http://source.winehq.org/source/README"]compile wine manually[/link].
Guys, try Wine 0.9.56. Maybe its just me having delusions, but it doesn't seem to crash as much anymore.
[quote]And whoever listed it as platinum... I want to know your secret! I gave it a rating of Bronze and thought that was being somewhat generous given the frequent crashes, font problem, lack of multiplayer, etc...[/quote] Beta3 was platinum. Current version isn't.
There is now an entry for SoaSE in [link="http://appdb.winehq.org/objectManager.php?sClass=application&iId=6653"]WineHQ's AppDB[/link]. I by the way am sorry for the very bad description, but it was all I could come up with. I hope someone will put in a better one! :D
Download sins with an older version of Wine, then the DL should work. Unfortunately, we Linux/Wine users have other problems after that... you may want to join the discussion in the sticky that was mentioned [link="https://forums.sinsofasolarempire.com/?forumid=408&aid=171844"]->here[/link]. By the way, yes, the beta singleplayer mode worked fine under wine.
Well, I've playing this game for a while now, and I applaud most of the changes you list here - even more so how quick you plan to make them! What I'm not quite sure about yet is the buff-up on some of the abilities, but we'll see how that works out when ppl play multiplayer more... :D
I agree, too much hp there. The siege frigs should probably just have some hp and no armor bonus or shields (you'd need to couple them with lots repair boats to have a chance to pull a similar tactic off against a defended planet). Also they should receive such high damage against planets only after some research, early in the game it's too much. If you want to take down a planet early it should require dominating the local gravity well for a few minutes, even if two people gang up on anothe