Agreed with Windexglow. Chibba, find something else to do. -- Retro
theRetroboy
I should clarify because I think boxox is referring to the "CEILING" particle effect that you run into when you haven't changed your particlecount and you're in a really, really big battle. This mod bug removes ALMOST EVERY particle effect when it kicks in, and all you see are your ships and hear the noise of combat. This did not occur in vanilla 1.03 after a three-hour gaming session. At most, one hour to 1.5 hours into a modded gaming session, just about every particle effect from weapons fire
boxox, [B]NO IT DOES NOT[/B]. The problem went completely away after I inactivated the mod. Hopefully Bailknight can discover the source because in big later-game furballs, it's frustrating to have to save and reload to see what my forces are actually firing at. -- Retro
I just had several long play sessions and can confirm that it doesn't occur in "vanilla" 1.03, so it's definitely a problem in the mod. -- Retro
I like the idea. It would make repair bays MUCH more effective. -- Retro
What is the point of this thread?
Glitch, see section 4, bulletpoint 1 in the instructions. ---------------- Does anyone else find a "counter leak" where after about two hours of play the special effects start disappearing and you have to exit and re-enter to get them back? One theory is that the particle counter is not getting reset properly when every effect ends and eventually runs out. I've already quadrupled my particlecount specification in the config file and it still seems to happen, so I unfortunately h
No, only pay the three thousand again to rebuild them. And that's not cheap either. Can really competitive players afford to have three thousand sitting around doing nothing in early- or mid-game, let alone several hundred crystal and metal? [quote]I think 6 fighters can 1 pass a siege frigate right now.[/quote]I don't think six fighters can one-pass a [I]trade ship[/I] let alone a siege frigate. But the point is valid. -- Retro
One additional minor correction to the first post: [quote]A Capital ship costs 3000$, 400M, and 250C across the board.[/quote]...plus the necessary research to open up the trained crew slot, and that's not a trivial amount. -- Retro
The forums are slow, and sometimes it's hard to tell when your post has registered. Anyways, right-click on the lower-power ability to turn its auto-execution off (the little circular arrow on it will disappear) and take manual control over it. That way, you'll be able to have sufficient antimatter for the more expensive power. -- Retro
I look at "unrivalled scale" as a reference to the ability to mousewheel all the way from a bird's eye view of a complete star cluster to a close-up of a single tiny fighter as it fires its missiles at the enemy, in a couple seconds. I don't think any other real-time game had such a grand stage where you could easily see the megamacro-picture and the micro-picture. [quote]adds what this game is truely lacking - paranoia[/quote]. IMO what it would add is [I]empire micromanagement[/I]. I'm not
Actually, that makes complete sense. It's because in SOASE, interstellar commerce is done through physical trade ships that either make it to their destination, or are destroyed and give a small credit bonus to their killers. Just because an enemy frigate is in your system doesn't mean your trade ships can't come and go as they please. -- Retro
According to the manual, the Vasari actually enslave local populations when they conquer (that's why they refer to it as a "lockdown"). So you're not actually killing all of the citizens, just their infrastructure and leaders. The TEC, however, nuke the frickin' heck out of 'em. It's funny that the race that looks most like us humans is actually the one that is the most genocidal. :LOL: -- Retro
As soon as a larger map got down to two players, if they had the ability to jump behind each others' lines, they'd just frigate-spam and keep annihilating each other's already-conquered territory by constantly sending new waves to different spots within each others' empires. The end-game would turn out to be a massive stalemate and a great big mess. -- Retro
[quote]I'm really wondering if the '+/- X% Gravity Well' bonuses actually do anything. [/quote]Yes they do - build a phase inhibitor or a turret and see how much its area or fire covers in relation to other similar planets. -- Retro
In singleplayer at least, those extractors are [B]hugely [/B]powerful. They're not affected by allegiance so you don't lose anything even if they're outside your culture on the other side of the map, and the AI hardly ever reclaims them once you've got them yourself. I've have four or five of them running on larger maps and it's given me economic superiority a lot faster. -- Retro
I think artifacts are kind of meant to replace wonders in Sins. Some of them are pretty darned powerful, and since they're bound to specific planets, you can conquer them and steal them from your enemies. -- Retro
It's a fair point that being nuked from orbit should make production drop drastically as everyone heads for the shelters, but I don't think that happens. At first, I thought it might be a good game mechanic to consider in 1.1, but then I realized that a skillful player could simply spam a lot of siege frigs and shut down the enemy by sending one or two to each planet. -- Retro
I really don't think that a game-controlled camera could ever control the point of view as well as a human does. Yes for a more advanced cinematic mode that included super hi-res ship models (which are coming in 1.1 yay!!!) and massive debris-filled greasy explosions, but no to the AI taking the power away from the player by default. I really like controlling the zoom and POV myself, depending on what I want to see. -- Retro
Sins is already getting enough griping from people with lower-end machines that can't see all the greebles. HDR might be something that people with very high graphic specs might wish to turn on, but the game was specifically designed so that you didn't need a three thousand dollar rig to play it, so I can see why they left it out. Another performance killer is shadows, and Sins looks just great without them (they absolutely killed the framerate in Homeworld 2). I think IronCl
Redpain, you can either move your fleet to an edge of a gravity well that does not contain any enemies, or turn their auto-attack off (right-click the attack button in the lower right commands area). They all line up nicely when you move them a fair distance in a straight line. Then, if you want to do the same in a combat situation, turn auto-attack off and move them into an enemy's busy gravwell, and then flip it on and immediately pause and take your screenshot. (Note: I recommend you
One other thing you can and should do when single-playing big maps: RENAME STUFF. If you select a planet or capship, then click the wedge just above its picture in the middle bottom of the window, it'll open a window where you can type over that planet's or capital ship's name. I always call the starting planet "Home", and then use descriptions like "IceNearSun"; "FarLava"; "FirstAsteroid"; "ChokePt1"... that sort of thing. That way, you can read the prompts about hyperspace j
Or barbarians in Civilization. Note that, like pirates, their colour is white, and they don't come with any planetary infrastructure or make any money off the world they orbit. -- Retro
No, it's because you conquered [B]the most [/B]planets. The AI is likely programmed to upgrade as soon as it conquers any new planet to the point where that planet is no longer losing credits. Say the map has 4 players and 30 planets. AI1 conquers 6 and upgrades immediately... AI2 conquers 5 and upgrades immediately... AI3 conquers 6 and upgrades immediately... YOU conquer 8 to start, and then reconquer 17 of the AI's planets, making a total of 25, and upgrade each one
Just [B]make up your mind[/B]. :) Most of us think it's a great game, as do the reviews. That's all you need to know. -- Retro