I'm also for keeping the (pseudo)german names. and even if they were hilarious and wrong in many places, i've never seen japanese using that much correct german in any other series ^^ im from germany too btw i will try to get the pc game and check it out for usable stuff, i just hope it runs properly on a non-japanese OS :/ edit: for added lulz, some screenshots of 2 freets (lol) battling it out in the upcoming game from bandai visual [link="http://www.4gamer.net/news/image
Zaphear
quick post: what i meant with splitting factories was not further than they are, but basically as it is now, one for the big ships and one for the small ships, only to change it maybe that only the big factories can repair the big ships (as they wont fit into the other), and i guess the cap ship factory wont produce cap ships in this mod, as the "flagships not buildable but available from mission start" idea is still hanging around, isn't it?
really good post, i think. didn't watch the replays yet, but as there is a detailed statistic of what happened, i don't think i need to. why im posting really is to ask: wtf is it with all the "oh no you didn't!" and "you ain't provin nothin!" if you already know whats written here, why bother reading it, and even more, why bother posting to say "i know that already!" or "this is useless!" it may be interesting/useful for some (i find it interesting, even if it won't chang
[color="#4169E1"]@Factions:[/color] I think we should take the persona-centered route, but try to select "commanders" for the factions that are quite different in personality and tactics used. so, like for example (example, not necessarily suggestion) the Schwarz Lanzenreiter (Black Lancers) as a elite offensive subfaction of the Galactic Reich with less focus on building and defense, and more ship-based tactics. so they are pwnage in ship to ship fight, but somewhat weak when it comes to multip
as for massive bomber fleets: on my last medium map i had trashed around 4 or so siege fleets already (with about 10-15 siege frigates in each), when suddenly a fleet of ~40 siege frigates (from the same AI) launched for me. i mean, seriously, why does the AI sometimes build nothing else? is it a specific AI personality that thinks "hey ill just siege him into oblivion"? i agree with most, that its really annoying to chase them back and forth, and always just scraping a few off every ph
[quote]... yet unit control actually matters in WC3... While in Sins you basically just sit back and watch... I feel the only "control" I need to use in Sins is warping out damaged ships to repair... And this "Space" combat game seems more 2d than anything else... at least in many modern RTS hill/height advantage makes a difference... in Sins... and "outer space" my ships are fucking running into eachother.... There is no "Z" in this game.. just X and Y... pretty sad for a "space" game.When you
1) Im in, for whatever ^^ modeling, sketching, planning, maybe trying to translate japanese info sources (i speak a bit), emphasis on 'trying' xD 4) a dedicated (sub)forum would really be nice, to have more threads for the relevant parts of the mod, and a few for brainstorming, or something like that
ok, a bit more time now, so i'll share what crossed my mind when i thought about a LoGH mod for a while edit2: if anyone is reading this thread and has no idea what LoGH is, but likes epic space operas and power struggles between whole empires, lasting years, with a great cast of characters to flesh it out, watch it. i mean it, its the best epic-scale sci-fi/space opera series in existence, even if it is from decades ago. plus, its hilarious if you speak even a little german, all the mo
greatest idea till now. wanted to suggest it myself in the next days, you were faster ^^ LoGH rocks absolutely, and a LoGH mod was the first thing that came to my mind when i discovered sins. i'll gladly contribute whatever i can if someone seriously starts this project, although im not too skilled with 3d modeling and stuff
pew pew heathens will be purged how to go vs. advent: join the unity else you will be cleansed xD
What i noticed, and that is much more annoying than the constant phase jumping of the AI, is that they don't build proper defenses, and their fleet structure suxx major most of the time i player 1on1 versus a normal or hard AI, they built like 2-4 cannons per planet, and their fleet consisted of mostly light frigates + siege frigates + cap ships (as many as possible), while i had a fleet of fewer numbers, with only 2 cap ships, but mixed composition (1/3rd light frigates, some heavys, 1/3rd
to 1: scouts don't join fleets to 2: not the planet icon, the fleet icon. which is normally above your planets and asteroids, IF you created a fleet. which has to be done manually by selecting some ships and left clicking the "create fleet" button in fleet management. now every ship which has autojoin on (rightclick on the same button) will join that fleet, and be selectable by the fleets icon top left. i might add that (at least for me) new auto-added ships didn't appear as little
lets hope for a magic tool from IC ^^ i mean, it can't be _that_ complicated to tweak the galaxy forge a bit for added transparency regarding this kinds of settings, can it?
simply delete the pirate planet group. you see the content of the selected planet group right of the planet group list. you can set the remaining groups to terran planets or something like that in the same part of the screen, below that is the control for planet number inside the selected group. so just make 1 group with 10 planets, or 2 with 5 each, or something like that. ressource settings can be made at the new game screen, im not sure right now if this is changeable in the map maker too
i think the idea is great, but that could be really hard to realize. but still, it would definitely rock (especially the bit about oldstyle ships in space fighting cthulhu and co. while losing their sanity bit by bit, underlined by space distortion and postprocessing overlays) if anyone with skill has too much free time, go go go, no time to waste xD
nah, no problem ingame, tested that already (i thought my map had corrupted or something like that, so i instantly started up the game to see if it loads, and sent a few scouts around) so far i encountered no problems with it, besides annoyance because you cant create new planets there
great idea, have already 2 maps ready for discussion xD
great "guide", and somewhat like an hour too late for me xD spent the last one testing what to write for the planetIDs (number in the list for the specific star, or global number) and came to the conclusion you presented above ^^ btw. i might add, you don't need to make a wormhole. you can also just set the connection type to "PhaseLane" like any other connections, and link two planets from different star systems. the ships can then travel between them at "interstar speed", which is
made a new post instead of a edit, as the edit was like 5 times longer than the original post, which is strange. delete the above probably. [color="#4B0082"][1]Feature Suggestions[/color] galaxy forge features that would be nice: - interplanetary connections in galaxy forge - spawn rate value settable for new planets/new phase lanes - planet/star ID displayed in galaxy forge - multiple selection - z-axis placement value entry (maybe relative to star for planets,
is there a description of all the "planet" types? like, what exactly is "weichted colonizable" versus "random true" and so on. most names are obvious, but some are a bit obscure imo EDIT: features that would be nice: - interplanetary connections in galaxy forge - spawn rate value settable for new planets/new phase lanes - planet/star ID displayed in galaxy forge - multiple selection - z-axis placement value entry (maybe relative to star for planets, and absolute to
unit cohesion is a point to which i'd like to add imo it is okay for the ships to be relatively still in combat (as, with computer aimed weapons and homing missiles far faster than your propulsion speed you couldn't really dodge anyways), what i find would be more important is formation and positioning. which would of course only make sense if ships were somehow more vulnerable in the back (disregarding the existing fact that they have to turn to open retaliation fire if they get attacke
great idea imo as said, immersion is everything, and i think this would add a lot of atmosphere and it should be fairly easy to implement, as it is basically just cosmetics in numerical form
@americans: dont complain, its 21:30 here, and i have no sign of a key :/ judging by the current distribution speed, and the time when i ordered, i doubt i'll be able to play today
very cool, thank you ^^
Definitely cool editor. i like it, a lot xD one quick question: how do i connect different star systems? btw: yay for being able to use the editor while waiting for my key