mad_axeman

mad_axeman

Joined Member # 3058693
1 Posts 46 Replies 141 Reputation

[quote]No, however if you check the library (see the downloads page), there is a mod there that changes all of the game's fonts to a standard sans-serif font that should be more legible at a distance.[/quote] Only if you have vista or Office 2007 (or the office 2007 compatibility pack) installed. I don't have either (apart from on my work PC) and changed all the fonts to Arial, reduced all font sizes by 2 (which makes the characters the same size as in Segoe UI and allowed me to remove

13 Replies 11,703 Views

Personally, I've found the Prime95 ([link="http://www.mersenne.org/freesoft.htm"]Prime95[/link]) running in stress test mode is a much better memory tester than Memtest. I've sat there and watched memtest OK a stick of RAM that I have known has been faulty after 10 hours of testing it. Prime 95 picked up the fault in abut 10 minutes.

32 Replies 62,696 Views

[quote]I just posted on this subject in a different forum, so I'll just quote myself, here:When you select more than one ship, note that one of them will be the "primary selection", and have a slightly brighter selection square around its icon. If you hit TAB, the primary selection will cycle through all of the ships you have selected.If you form a fleet from your selection, the primary selected ship will be the flagship. The way I usually do it is just to select the ship I wan

6 Replies 7,175 Views

[quote]so say a game is 49,99 in the US, we pay 59,99. 59,99 is basically the normal price of a new game, be it on 360/ps3 or PC. Some of the more expensive, regular edition console games can cost 69,99 and grossly content limited special editions will cost us 79,99(Im looking at you, need for speed carbon: black edition). At least we started paying US price for mega expensive bundles now(some, not most). A Psp game here costs between 39,99 and 49,99 and DS games vary from 25,99 to 39,99. So yea

156 Replies 242,751 Views

[quote]is it possible to make a shortcut from where the mod file is now, to where you want it? all that would be needed is so the game can open shortcuts as well as folders. anyone get what I am saying?[/quote] Yeah, I get it. And it would work if shortcuts didn't have a ".lnk" extension that means that they can't be used in place of a folder. It makes me wish that Windows had symbolic links. It then wouldn't matter where something was, you could move it and c

11 Replies 7,819 Views

[quote]create a shortcut on the desktop to the folder. or two.[/quote] I don't want to get to it, I want to change the location of it. [quote]This isn't something we can change.[/quote] Having had a quick look at the requirements, there is no reason why the saves and mods couldn't be in "My Documents" rather than hidden the way they are now. Mods and Saves would count as "files that need to be viewed or altered by users" so the best location for them would be "My Documents" rath

11 Replies 7,819 Views

I've worked with Microsoft Certification requirements (for Gold Partner Certification) before and know that by default they require you to use a certain location for things, but usually aren't against allowing the user to change it (I know that the Gold partner certification is different to the Games For Windows requirements).

11 Replies 7,819 Views

Does anyone know if it is possible (registry key, config file entry, or something) to change the location of the Mods folder so that I can locate it on a drive with more space? I'm finding that I might need to do this soon for space reasons.

11 Replies 7,819 Views

I have: 2.2 Dual Core AMD 2GB of RAM Windows XP sp2 2 * NVIDIA 7-something GT's I run on maximum detail (and force Anisotropic filtering on via the NVidia control panel) and the only time I've had a problem was watching a battle close up involving about 460 ships (460 is a conservative guess - I know had 160, and I know that the pirates had at least 300 ships by the time I got around to wiping them out). I'm exaggerating when I say I was getting about 5 fra

11 Replies 4,531 Views

[quote]lets see, phase lanes being choke points in RTS? wrong. flying units don't have choke points. any other turn based 4x has "phase lanes". or, in your words choke points.[/quote] You're right, flying units do not have choke points as they can go anywhere on the map. However, the units in Sins cannot travel anywhere on the map are not allowed to travel around without the phase lanes and *have* to use them. This makes the space ships in Sins exactly like ground units in more mainstream RT

37 Replies 34,256 Views

[quote]Lets run down the list, shall we? ~Early game exploration phase? Check. ~Early game expansion phase? Check. ~Mid game exploit phase? Check. (Planet Upgrades, Researched Resource Upgrades, Trade Ports, Refineries) ~Game-spanning Extermination Phase? Check. ~Experience? Check ~Game-Spanning Empire Building Phase? Check.[/quote] So far, nothing that you don't get in any RTS game - each planet is basically just an individual base and phase lanes are exactly like th

37 Replies 34,256 Views

I'll have to remember those - especially for choosing the fleet leader. Shift clicking on all the ships is a bit of a pain when trying to fleet 160 ships though (in order to destroy the 300 pirate ships that were at the pirate base - I think I was getting about 5 frames/second during the battle), but it's what I had to do last night, especially as selecting a ship and then drawing a box around all the ships only seemed to select about 30 of the 160 ships.

10 Replies 22,237 Views

[quote]Please make ships autojoining a fleet adopt the tactics and behavior of the fleet! For example if a fleet is set to "loose formation, local area, group jump" when a ship arrives and joins the fleet that ship should adopt the same tactics, instead of causing everything to become "mixed" Main reason is otherwise you have to reset the tactics manually every time a ship joins or, for example, when you try a jump that new ship jumps by itself while the rest of the fleet is still getti

1,040 Replies 556,167 Views

I get the impression it doesn't work very well at all. For instance, last night, I had two fleets around the same planet. One set to auto-join and the other where this was disabled. Every ship that was produced auto-joined the fleet that where this was disabled. I have other problems with fleets: 1) The last ship to leave my frigate factory was staying right next to the frigate factory but was joining the fleet. Moving the fleet then moved the frigate, but after the movement was ove

10 Replies 22,237 Views

And having looked at the tutorial, it's not obvious what you have to do in order to make a tech fully researched when the game starts. I can see instructions for adding a new researchable tech, but not for doing what the OP wanted. A nicer reply might also have been good.

13 Replies 9,655 Views

[quote]Did I say you did?[/quote] No, but the implication was there with the sweeping generalised statement about people being 'devestated' about there being no campaign. Disappointed would have been better. [quote]But int this case, it's probably too late, hashing together a cheap campaign in a patch will be unnecessary, since, most likely, only those who own the game will know of it, and those who purchase an expansion pack will already have owned the original game. So, that leav

109 Replies 114,288 Views

Hmmmmm... Some good points. I find instruction and guidance on the game much more effective than story as I need to see things working in context before I can learn them - tutorials and the manual rarely allow me to grasp how, why and when I need to do something. But as you said, story helps to maintain interest in the early stages of the game (before addiction takes over). A campaign should ideally be used for both. [quote]Of course, since, as I stated, those games feature inf

109 Replies 114,288 Views

A single-player campaign, when done well, can be extremely useful to new players as an introduction and walk through of all areas of the game - introducing slightly more features in each scenario and letting a new user get used to the ideas that make up the game. They can also be used to give purpose and structure to a game. Tutorials are inherently bad for this (as are the ones in Sins) as they do not allow you to play with the elements of the game and get used to them within a valid c

109 Replies 114,288 Views