And when you want a thread about the AI, forget it. It must instead be derailed into an advertisement for multiplayer while at the same time insulting anyone who dares derive enjoyment from the single player. Next time someone posts a thread about for example a Vasari unit or ability not working as they believe is intended, Sanchez should just come by and tell them the solution is to play Advent. It's just as relevant and helpful to those actually interested in the pro
Mazuo
Would it really be asking so much for one single AI discussion thread to not be met with a Sanchez crap irrelevant reply about how one should just go play MP instead?
Eh, I understand if they have slightly bigger issues on their plates than a very minor graphics quirk on a game they're largely done with. I do hope they figured out whatever it was so it doesn't appear in Sins 2, which I really hope they're working on.
Pirates attacking planets of some value and their change to a more adaptive armor type both sound great. Can't wait to see them in practice.
I've said so before, but I still really like the idea of the pirate timer either being unknown or at the very least randomized. What pirates stick so well to a timetable? Regarding possible solutions to their current ridiculous overpowered state late-game, I was going to write something like FlyingNinja but he put it much more succinctly and so I'll just agree. Pirates really should be about hitting weak points and even if the AI can't determine that, it must be smarter to
Looking forward to the interview.
Not really as the pirates are meant to be a double-edged sword. Yes, you pay them to attack someone else, but that target doesn't only receive a penalty, but a chance at increasing the strength of their fleet.
Alright, beginning testing. I should note that it's easiest to see the distortion on non-resource asteroids when zoomed out quite a distance. I'm not noticing anything really when zoomed in. The issue is actually more minor than I recall as I'm currently struggling with my vision to see the problem with edges. Reporting anyway as maybe it'll help track down a similar issue or the cause of this one. 4xAA in-game, Nvidia default settings: White dots on aste
I can understand that, sorry for being pissy about it.
Things like the look of the Marza have been changed and weapon hardpoints to accomodate their effects differently. I don't believe any actual balance or stat changes have been made, but Moguta and Bailknight will know for sure. Regardless, since mods with a different checksum can't be played online except for with others running the same mod and version, I always create a copy of the mod and remove the GameInfo and Mesh folders from it. You can then disable the fir
Or, reread the topic title and see that this one is all about the AI and not about advertising MP.
Could we drop the L2P garbage and elitism and just get back to discussing what changes might be good? Thanks.
I'll get around to testing this asap. It should be noted though that the idea of overriding the in-game AA is already what most of us have been doing, just setting in-game to no AA as well. I'll check what results I get with the various different settings suggested and report back.
The point remains they don't need to turn any faster, they simply need to understand that firing their engines at full power will result in long curving turns, splitting the fleet and frequently charging into even more enemies. As for bringing in science, I'm not sure why I should refrain from doing so. Massive ships of heavy materials require significant time or thrust to accelerate in any direction. Regarding inertial dampening, the only mention of manipulating inertia i
[quote]subverts your entire argument[/quote] Your misunderstanding of basic physics or relying on technobabble does not win you any points. The mass of the ships can only be accelerated so quickly. Their thrusters are obviously less powerful than the giant engine on the back. If you'd rather claim that the ships can do anything because they're magic, go for it, just go create your own topic please. This one seems more dedicated to adjusting how ships move for
Inertia and safety of the crew prevent ridiculous turning rates.
Can't say I agree with all your opinions on the game balance N3rull, but you have a winner here. Spaceships really should be using their thrusters to maneuver and then engaging their main drives. I personally favor the proposed solution of having ships only begin accelerating with their engines once their current destination is within X degrees.
You've convinced me I have to try this in the morning Kitkun. Thanks for the info and story.
Come on folks, do a little reading before posting please: https://forums.sinsofasolarempire.com/?aid=374993 [quote]The beta for Sins of a Solar Empire: Diplomacy pre-order customers is now over . All pre-order customers will gain access to the final version of Diplomacy this coming Tuesday, February 9th .[/quote]
Bailknight's/Moguta's if you like graphics mods. Simply wonderful: https://forums.sinsofasolarempire.com/368651
I updated the old tech support thread about this or a similar issue popping back up for me as well. For now I've disabled in-game AA and used Nvidia's control panel to force it on. It might be a different problem, but for me at certain zoom levels asteroids and other objects are displayed with white dots along their edges. I'm sure IC is busy with the expansion, but it would indeed be nice if they could look into this. I don't remember the problem in Entrenchment act
RL and other games, plus the beta of Diplomacy, have kept me away. I'll try to load up Entrenchment soon and see how the shield effects look.
When first hearing about envoys, that was one of my primary concerns on how the hell they'd deal with mines. Do they and other ships at least fly harmlessly through fields if you have a ceasefire?
Good preview of some of the new features. Time to get back to the beta myself here soon and see more of it firsthand. [e digicons]:grin:[/e]
Yes, I've long wished that non-allies of the target that's been launched against by the pirates would not trade blows with them if entering the same gravwell.