There is more to a mod than models. Especially a total conversion.
hydrocarbn
[quote]Now maybe in the future we can add in a MOD with new ships, or something to do with a variable weapon layout/system for the original ships, but we will just have to see what the mod tools look like, they may not allow model import or exports. Ya never know.[/quote] Uh, what? I just posted that variable weapons are possible and implemented, and of course there will be model imports.
[quote] Lol, cheating hadn't actually crossed my mind. [/quote] Oh! Of course, you're right, they wouldn't match up. You might be able to get away with it if someone crashed and needed the save file, but then it'd only work for a 2v2 etc. Good point.
Don't forget about armor chopping off some damage as well.
LRM has one armor as default, just get something fast and zoom up to them.
I find that when my opponent conveniently decides not to bring flak frigates (often overlooked), 60 Drone Carriers with their Enemas of Doom tend to put the hurt on anything. Move em around so that you can't be intercepted (pick off the speedy ships with your LRMs) and those bombers will keep on blasting caps. A LRM + carrier fleet works so effectively.
Station LRM frigates or Kodiaks with the Intercept ability. Both will help pick off fleets.
[link="http://dov.slipstreamproductions.net"]Dawn of Victory[/link] implements this, as it's a more micro, military and fleet oriented mod. You can see some of my progress on it [link="http://youtube.com/watch?v=YDhcjYU3-O4"]here[/link] and a further explanation at the SSP forums [link="http://forums.slipstreamproductions.net/index.php?showtopic=4877"]here[/link]. It's really not a very good idea for a empire-building game when you have so much to manage already, but it tends to work well for sm
Thinking through this, it's really a no-win scenario. The client would have to download the current save file automatically to rejoin a game in progress. The problem with this is twofold: 1. If anything happens between the sending of the save file (which is a few megabytes in size) and the player join, that data now has to be updated again 2. Latency issues would abound as the host now has to upload a save file to the client What will happen is that on a slow conne
[quote]Now, the devs can say on their forums that weapons are 99.9% accurate as an excuse for not doing the extra work involved in programming dodging manouvers, but the game itself contradicts them by showing projectiles that can clearly be dodged in the time between leaving the gun and impacting the enemy.[/quote] I agree. I really don't care how big the ship is, I care about its acceleration on screen, I care about the size of the shot, and I care about how fast the shot moves. If a
Oof, this should be always binary, it shouldn't be easy for people to cheat and edit their save games (3 megs of text is doable in some text editors).
Dawn of Victory will implement two ways of capturing a planet - bombing/strafing it with assault corvettes or troop transports which do not wipe out the population.
http://www.youtube.com/watch?v=j-SKublpoV4
I'm pretty sure you can already do this, just save, send the save file to the other guy, have him join and he'll join back in the slot where he was before.
What I love about the music is a lot of it reminds me of one of my favorite space combat sims ever, StarFox 64. I don't know what it is about it, but it's an amazing similarity (esp. the TEC themes). Great job!
Alright, I did the video but it is now a whopping 1.3GB and I need to down-convert it, so I'll post it tomorrow I guess.
Assuming a projectile moving at X speed, a ship moving at at least half-X should be reliably able to dodge that projectile. While you may say area matters, it doesn't if the ship is fast enough or has a tight enough turning radius. I see no reason a frigate or cruiser could not dodge a typical non-beam shot in Sins by simply using evasive maneuvers. The caps aren't fast enough to overcome their large area disadvantage, but frigates could quite easily roll out of the way of incoming fire having s
[quote] This is simply not a true statement. I am an economy-focused player who does not rush my opponents and I have never been destroyed by the normal or hard AI within 30 minutes and I have turned the pirate delays up to 10x their default values (essentially meaning that pirates are not involved in the early game and are only a factor when my fleets can destroy them with ease). [/quote] [quote] I am an economy-focused player who does not rush my o
[quote] "no word yet on the advents reaction" [/quote] they were too busy getting enemas at the Gateway Health Spa tbh
[quote] The key only matters for online play, so LANS can have as many people as you want all using the same copy of the game. Unfortunately the manual specifically states that LAN play allows for only up to two machines using the same serial number. [/quote] Hmm? Well OK, then OP will have to buy three copies I guess :)
Pretty sure it doesn't even ask you for a key at all, unless you register on ICO.
You can play MP without a serial but not Ironclad Online for matchmaking (and vastly superior games imo).
Yes to all three.
Video is rendering now (why does it take 2 hours for a 3 minute video?), will post in the morning.
[quote] So basically, you're able to target your own colonies with the Novalith-Cannon, but aren't allowed to target yourself with the Vasari one (where targeting your own system to stop an enemy fleet would actually be useful)? Seems like someone didn't quite think this one through *shrugs* [/quote] No, please RTFT. I targeted the colonies before I captured them in another star system. Keep in mind the shots take an hour and a half to go