Both "epiclulz" (I do really think this is a poor name choice) and the people in disagreement with him make valid points as well as invalid ones. To epiclulz's credit: A warning of some sort on the box (it does not have to be 72 pt font) would be a good idea. What he is doing is not free loading; however, it is also not supporting the company. To provide further explanation:
jjz-
I really dislike when people say they download software to try it before they buy it; however, I think it is something a developer can remedy as well. Let me address the people who try before they buy: If a demo is not available, please read reviews both professional and user. If professional and user reviews are not available along with no demo then you have a somewhat valid excuse to try the game before you buy it. Now to the developers: If the "try befo
When I open the entity file with notepad/wordpad it shows a bunch of garbage, because the files are in binary format. They need to be converted to text format, at least for me. I changed the prefersFocusFire variable to false for certain ship .entity files. Not all of them, since it makes sense for bomber /fighter squads and such.
Sigh, well, I figured it out myself since nobody had an answer. In doing so I also made a batch file entity -> txt file converter if anyone wants it. Basically just converts all entity files into .txt files, obviously it can be modified to convert different files (mesh, w/e) into various formats. Anyway, if anyone is interested just tell me and I will post it. I will also be putting out a mod (1.12 compatible) with this change a
I think they are playing sins single player to enjoy the battles and the features the game has to offer. Not to brag about beating 4 insane AI.
So no one has the slightest clue? :(
Hey, I saw a mod say that it changed the default behavior of the AI from focusing fire on one ship to firing on best target for that ship. Does anyone know how to do this? I am not really familiar on modding with Sins; however, I really want to change the behavior from focus fire. Thanks!
I wouldn't be too hopeful about having equations doing the work for you. It's not too much work to program that in; however, it does require some more time and since the main focus of the dev team is getting the game finished, not adding somewhat complex toolset features, I would believe you'd see a more value-editing/string-editing type scheme.
If research times differ between maps that would make the game feel very odd, in my opinion. The larger the map, the more planets/asteroids you can colonize and the more labs you can build, so I would believe that research would go faster the larger the map.
Well, considering the size this game is capable of, you'd either have to GREATLY expand the tech tree, making many techs pointless, or you would have to slow down research times. Slowing down research times isn't actually that bad an idea...
You should be able to build a lot of frigates, a good amount of cruisers, and 4-5 capital ships in a long-lasting game on a medium sized map. At least that's what I've seen other people accomplish (I focus a bit too much on capitals, so I end up not having a huge amount of frigats. I'll correct that :)).
1Spartan, I actually disagree with you on the extension of the Tech tree. I like the tech tree as it is now, as each tech seems useful and the techs that are just incremental upgrade techs have creative names, and there isn't too much intermediate techs. If the tech tree is increased a lot, the techs added will mostly be intermediate techs like "Armor Upgrade 4", "Armor Upgrade 5", or something similar, much like GalCiv2. The addition of those intermediate techs made them kind of pointless, and
Well, I'm in the process of slowing designing an application that will be a sort of Notepad++ (Yes, I know there is an actual application called that) for Sins. It will take a file (currently testing on .entity files) and dynamically generate a gui to easily modify that file. I have the basic gui up and, of course, the file parsing, but I still need to figure out a good algorithm for dynamically generating a gui. I'll have an alpha out in a while that will mess with entity files (I'll l
Mine says 5.0b too, but I have replaced most of the data files. Anyone know where the version info is stored? I can replace that too.
Fixed internally means that it is fixed for their next release, whether it be another beta (ex: Something fixed internally after beta 1s release but before beta 2 release would be included in the release of beta 2) or the final game.
I am sorry for your loss. I had a Maine coon as well, who died of two brain tumors. I thought of that cat as family as well, so I truly understand how upsetting it is. Just remember, that cat had a happy life with you.
Good, I'll take good advantage of the ease of modding this game, then. Thanks for the info :).
Well, if things are made in text files, making a modding utility that adds a gui for users wouldn't be too hard. If that's how it is, I'll program such a utility for you folks when I purchase the game.
I do not believe 'modability' is actually a word; however, I believe it gets what I'm asking across :) I am just interested to know how easily I could go about modifying actual ships in the game. Such as, adding/removing weapons, changing weapon values, changing armor values, etc. I am a freespace 2 fan, but I like the ship design in Sins enough to not want to change it, so I am thinking I might change the weapons layout for larger ships (in freespace 2, if anyone can recall, most corve
Well then, I suppose your company has just made another $49.99, $49,95, or something like that :). That was the only thing that was holding me back from purchasing, since I always get very bored of a game where I have no feeling of connection to my fleets. Having a beta program that isn't for the sake of having one (ie: a beta program where developers actually listen to the beta testers, and implement the changes) will most definitely result in more favorable reviews and more sales.<br/
Hello, I'm a former GalCiv2 player, and will most likely be trying out Sins Of A Solar Empire. I do not have the beta; however. If this is a feature already included in the beta, please tell me and I will gladly get rid of this post, otherwise, here goes. I saw a post that suggested fleet names, and I do believe this to be an excellent asthetic addon. I highly suggest you take the 10 minutes to code this in (if you have a 'fleet' object, or any type of fleet logic, whi