This seemed like the best place to put this. Are the forums still undergoing maintenance? There was a message about it yesterday, but it wasn't here today. I'm asking this question because I can't access previous pages in the forums. For me it means I can't easily access the massive amount of older information in the Modding subforum. I'm using the latest version of Firefox, although the computer I'm at acts a little wonky sometimes. I can't access older con
Ubersmake
Hello everybody. This is really just a request. I'd like to compile a list of commonly used tools (with links if they're available) that people use to mod Sins so that people who want to get started modding (like me) can jump right into the fray without having to look around too long for tools. So to get started: Text Editor: Notepad2 ( http://www.flos-freeware.ch/notepad2.html ) Also, I'm wondering if there's
Make sure you update your game. I think the option to turn pirates off was added in 1.03, and the game's currently at 1.04. So if you just installed your game, update! And the first step to curing addiction is admitting you have it.
I'll sign. Why not add this? It's an RTS staple. If it never makes it in, I'm not going to cry about it. If it does make it in I'll use it when I want to. I think that giving players more options is typically always a good decision, especially when they're for the sake of convenience and don't even dent a game's gameplay. Whether those options are actually useful is up to each individual player. It's like having an option to switch your hands in an FPS, or make you
What if you make the distances between planets very, very long? It won't make much of a difference for things like allegiance, but the distance should slow down the culture spread rate (I think). It'd also make fleet movement a matter of distance and not the number of jumps needed to get to a destination, which'd make things pretty interesting, especially if you see an enemy fleet heading toward your planet and it takes them the better part of a minute to get there.
@midnightjoker, you have my nearly eternal thanks and gratitude. I only say nearly because I don't want to commit to completely eternal.
[quote]It's been about 10 years since I did any C++ programming, so my memory is beyond rusty. What I meant by "database" was that I think the program may have some kind of overrun in the internal datastructures it builds up to represent battles. Just speculation.[/quote] That is potentially much, much worse than a memory leak. Let's hope that it isn't that and there's a 1.05 patch if that is the case.
[quote]I created a map based off the original FS2 map from volition. My trick for the shivans was put them in their own system off to the side with a wormhole to gamma draconis. Terrans(tec) and vasudans(advent) start of with most of the galaxy colonised and get to warring right away. Then when the shivans(vasari) pop out all hell breaks lose as i have given them crazy high ship stats. Your really F't if the vasudans wont declare a ceasefire with you.[/quote] You wouldn't happen to be w
[quote]As I said, there's pretty much not a CPU core in existence for the home market that can run 10 AIs without melting.[/quote] GalCiv II manages it, but it's turn-based. :LOL: [quote]I think it's a database problem, not CPU or graphics.[/quote] I can't imagine it being a database problem, because I can't imagine Sins doing anything with a database. And by database I'm thinking about SQL-like databases; you might have something else on your mind. I've nev
This is off-topic, but if anybody here who's played Freespace 2 HASN'T played the SCP (Source Code Project) version of Freespace 2, please do. [link="http://www.hard-light.net/wiki/index.php/Getting_Started%28Main%29"]http://www.hard-light.net/wiki/index.php/Getting_Started%28Main%29[/link] On-topic, how big is, say, the Colossus compared to a Kol? I can see a mod running into problems of scale if things aren't modeled correctly. If a Fenris is roughly the size of a Cobalt, t
I was thinking about the same thing a few days ago. This WOULD be awesome, and the in-game models should be available to everyone since Freespace 2 had its source code opened up a few years ago, which also allowed for awesomeness like Beyond the Red Line.
[quote]Honestly, with a 256mb graphics card, some slowdowns with massive battles should probably be reasonably expected. I'm not going to press the issue anymore, but I have a 768mb DDR3 graphics card and haven't ever seen a hiccup with this game. Granted not everyone can have 'state of the art' hardware, but I'm just saying that a 2 year old rig with a fairly dated graphics card having issues isn't really 'the games fault' in my opinion.-Peace[/quote] Yes it is. There are minimum spec
I don't know how Ironclad did their pathing algorithm, but maybe they didn't code this correctly: [link="http://en.wikipedia.org/wiki/Dijkstra%27s_algorithm"]http://en.wikipedia.org/wiki/Dijkstra%27s_algorithm[/link]. Maybe it gets confused sometimes when it enters another "tree." Or maybe I'm just thinking too hard and haven't had enough of my daily coffee quota.
[quote]You're not stupid at all, its a small button.[/quote] Yeah, I thought that was a button to hide the interface at first. Then something exploded and I knew I'd done something wrong.
It's a Vasari ability where you get a lot of ships for "free." It costs a lot to research the technology that unlocks it, and the ships you get are counted in your fleet supply, but you get a lot of ships to warp in free of cost at regular intervals. I don't play Vasari, so there's a chance I'm completely wrong (I probably am), but maybe somebody else will post and set everything straight.
How are your planetary defenses? The AI is very textbook about the order that they attack planetary structures (they're priority targets), so if you can get the AI to follow you back to a planet you might be able to destroy their fleet and then launch a counter-attack so that you can expand. I know that some people lament about how useless planetary defenses are against a human opponent, but against the AI they can serve as a shield and do some damage on top of that. For example, the
I agree with the missiles being difficult to see. Their trails are barely visible puffs of white smoke, but the issue is purely cosmetic. There are several mods that have redone effects that you might want to look at. I personally use Bailknight's Graphic Mod ([link="https://forums.sinsofasolarempire.com/301418"]https://forums.sinsofasolarempire.com/301418[/link]), but there are several others out there that you might be interested in. Just look at the Modding sub-forum. EDIT: Beca
[quote]You missed my point. I never said a thing about campaigns.[/quote] But you quoted this: [quote]"We still have this fantastic world with stories we could tell," Taylor says, "we just don't think people want that. If they do, we can easily build out a campaign, though."[/quote] At any rate, since there is going to be an open beta people have a chance to clamor and critique the AI for a single-player sandbox so that it can be put in the final release. Like they di
[quote]The normal price for a big-budget PC game in the US is $45-50. I bought Sins for $40. You could probably buy it for $30-35 if you looked around.And a native Linux version? I can understand the other complaints, but the only major developer I know of that consistently makes native Linix games is id, their last one being Quake Wars.[/quote] After reading everything, why do I have this nagging feeling that I fed a troll?
The normal price for a big-budget PC game in the US is $45-50. I bought Sins for $40. You could probably buy it for $30-35 if you looked around. And a native Linux version? I can understand the other complaints, but the only major developer I know of that consistently makes native Linix games is id, their last one being Quake Wars.
Tossing aside strategy games that are strictly single-player (GalCivII, MOO, etc.), what strategy game's single player campaign ISN'T a training ground for multiplayer. As far as gameplay goes, a single-player campaign eases a player into the rules of the game, progressively teaching him or her more about the game and slowly peeling back the layers of the game during the entire process. Remember Starcraft? You had three types of units during the first mission: marines, SCVs, and vultu
These are really nice. I'm really liking the one at the bottom of the middle column.
If I was the equivalent a futuristic space trucker I don't think I'd put dead asteroids on my list of rest stops. Maybe if they put a restaurant there. Then I'd reconsider.
Nice job! I'm looking forward to seeing what the end product is. My only complaint is that some of those icons make me miss Homeworld. :LOL: EDIT: Agh, another double post. At least I saw the amusing "Forums Go Boom" message along the way.
Nice job! I'm looking forward to seeing what the end product is. My only complaint is that some of those icons make me miss Homeworld. :LOL: