I have an old friend who lives down in Leander, her teenage daughter went missing in Round Rock 4 days ago. A picture is available at http://tinyurl.com/nok5p5 . Her name is Anita Burstall, if you see her, please, call 1-800-THE-LOST about case #1125584. Thank you, one and all, and god bless.
Dessirris
[quote who="bug" reply="23" id="2191446"] quoting post Here’s an interesting easter egg that I didn’t know about. You can drop items for others to pick up by just right-clicking on the item in your item bar. I bet you wish there was a manual now, don't you?[/quote] You mean the one at https://www.stardock.com
It depends, if you're looking for a more open gamestyle like the X-series Freelancer isn't bad, if a bit old. Darkstar One, also decent, from back in 06, For more action-pased, scripted, less open games, I have never found anything that measures up the the style and of the old Star Wars X-Wing/Tie Fighter/X-Wing Alliance run >_< god, if they'd actually bother to remake those. The graphics aren't great, but the gameplay still can hold my attention for hours on end
[quote who="Soduka" reply="10" id="1992080"]All I know is since I live in the United States, I am protected by the First-Sale Doctrine which allows me to transfer any copyrighted work in its entirety. Both Supreme Court cases involving almost this exact situation have found that EULAs are NOT binding contracts because they can only be agreed to after the purchase has been made or the software opened. I don't read EULAs because they don't mean a damn thing where I live.
[quote who="-CU-Raptor" reply="3" id="1989242"]Or a simple way to solve this problem would be to send a scout ahead and not just jump in your entire fleet.[/quote] Bingo. Caution when entering a system your enemy has had time to fortify = critical. jumping a fleet in blind SHOULD be tantamaunt to fleet suicide. Information has always been the most critical factor of warfare, and not knowing what you're getting your fleet into, and losing it because you failed to scout is a goo
It gives you the ability to jump between stars, from one solar system to another, that's all. No use in 1-star games
Sweet, that screenshot looks awesome, I look forward to those options :D how's about telling us what sizes the fleet sizes options mean? >.>
[quote]is it bad that i brought 50.000 units[/quote] nope, what's bad is that means you're going to have to rent a sports arena to have the LAN party.
So what about things like the pirates, the black market, culture? Where do those things fit into warcraft 3? And how does Warcraft have any more building variety? it has 12-17 buildings per race, and that's including upgrades to the main building. Each Sins race has 8 logistics structures, 6 tactical structures, and 2 extractors, so they've got 16 building types per race. seems pretty even to me. If you look at the WC3 research tree, it looks like the warfare/military/hostili
Yeah, it's sad that almost no distributors outside the US picked up on this game, it's incredible, but they've already told us that no European distributor picked up on it, and it sounds like the same thing happened in Australia. And now it's sold 100k copies in 23 days, according to IGN, so hopefully they'll get distributors for other markets and get the game in stores there soon as well. You do know that you didn't have to buy it in digital format only, you could have ordered the col
[quote]Search is your friend, but if she's mad at you, then...https://www.wincustomize.com/skins.aspx?libid=72What are you talking about? That link doesn't work, and that link is not a part of the Sins website.Obviously there is no main link from the Sins website to download and upload replays. I think it would be awesome if there was.[/quote] that is the main link from the Sins website to upload and download replays. Click on the 'downloads' tab at the top of the page. edit
bounty size plays a minor part in the size of the pirate raid, I believe. It's based primarily on the size of the target empire, I saw a post with the formula factors at one point, and each planet had a weight of 0.050, while each 1000 credits, I believe, had a weight of 0.001 so each planet he has increases the size of the raid by the same amount as spending 50,000 credits on bounty. I don't think there was a cap, but spending that much on bounty is kind of rough, imo.
[quote]Definately agree with Vinraith, EU2 is an awesome game and has many features missing from Sins - not least the ability to speed up the game by hitting '+'.[/quote] uh, have you tried hitting '+'? >.> 1x, 2x, 4x, 8x speed options
The pirate base fleet consists of its base fleet, plus all ships that've returned from pirate raids. In longer games, it can get absurdly huge. I've wiped out pirate systems which had over 200 corsairs, plus over 600 other pirate ships. Assailants w/AoE missiles, ftw. Fish in a barrel.
It would be neat to hear that from the TEC every time you eliminated a TEC AI player.
well, you might be able to using galaxy forge if you open up the in-game map editor, and just leave it at one star, remove all the planet groups, you'll get a 6-planet map, and there are a few premade 7 planet maps, like point blank.
[quote]We will be adding more in updates and in a future expansion pack. There is only so much depth you can add without the RTS aspect becoming a micro-management hell. Sins will never be as deep as a turn-based strategy game - it's just not possible without ruining the gameplay.[/quote] I don't know if you guys have considered it, but maybe you could look at some of the mods that are available here, and see if they're things you could incorporate into the updates? Uzii's Sins Pl
well, actually, it looks like they spawn in the originating player's system, then phase jump to enemy systems from there, though you pretty much can't see them coming until they arrive, the vasari see all phase jumps tech lets you see them coming. they'll hit anywhere, not just where culture is.
thanks for the breakdown, just a little tweaking of my defensive squadrons, and all of a sudden, it's nothing more than a slight annoyance anymore, since even my deep empire planets have full defenses. Nice tech, but not much use against a well-protected empire. Which is good, because it'd take my nearest fleet almost half an hour to get to the system, given that the game's running at slow speed, and I have the phase lane lengths set to maximum.
or you can wait for the 1.03 patch, hopefully, since unit cap increases made the list of things they were already discussing including in the patch, before they started soliciting requests in their thread as well.
aha, that's why I hadn't realized it before, but despite going up to 6 players in a game, the computer's never randomly assigned me a TEC enemy, they've all been Vasari and Advent, and since I've been playing vasari, I've never seen that tech in action. Do they keep getting bigger and bigger? I'm up to taking on 4 kodiaks + a couple supporting frigs already, am I going to have to find out how to deal with a dozen rebel kodiaks soon?
Does anyone have any idea what determines when and how often rebel forces show up in your star systems? I've played through a number of maps before, and never run into them, including a 19-hour, 5-star, 70+ planet map, in which I never saw a rebel force, and in my latest game, I'm under 9 hours into it, and I've been through 3 rebel forces attacks already. What sparks these attacks?
[quote]The Patch is a lie! j/k[/quote] [link="http://www.youtube.com/watch?v=tm2hoxPkLiY"]Yes, a lie![/link]
out of curiosity, what did you do to make the AI stronger? any general overview of what you mean by that?
nope, phase stabilizers don't do anything for refinery ships, they still stick only to systems 1 naturally occuring phase jump away.