[quote who="Zeta Gundam" reply="12" id="1869078"]I think part of the problem is that the developers want to make the AI play more like a human player, but sometimes that's not necessary. I was one of those who pushed for the "unfair" option for that reason. I think the devs should let the AI use strategies that a human player cannot use. For example, raid/attack from multiple fronts at once. A human player will have serious problems dealing with that. A
Szoreny
15 bomber filled carrier cruisers will help you rape Kodiak spam. Don't bother escorting them, make them a fleet of their own. Jump them in after your attack ships and disablers have tied up the Heavy Cruisers. Make sure the carriers have a hold position order so you can move them out fast if the HC's come after them. You still have to work your disablers correctly, but the bombers will pop the enemy faster so you're less likely to have antimatter problems. I can't
you were originally running with 1.5 GB? Get 2 1GB sticks this time so you can run in dual-channel and 1T.
It was the D-key, the same hot-key used for normal movement. It's just that you pressed the key once to get the movement cursor, then pressed it again and held it, which locked the movement on the X and Y and redirected your mouse's movements to the Z, so you could move the point way up or down. Hovering far above a planet was the best place for my carrier cruisers in SP. I used z-axis for fun mostly, you could split fleets in really aesthetic ways with it -- I never found i
I never heard anyone complaining about z-axis control, though I'm sure most don't care either way. Was it causing a problem in multiplayer? I'm just mystified over why it suddenly disappeared.
Hate to be a pest but am curious as to why this feature was removed and if its ever going to be reinstated. Was z-axis control causing a problem pre-1.05?
Any word on this? I just started a 1.05 game and notice that z-axis control is missing as well - I was accustomed to using the z-axis to keep carrier cruisers out of harms way and sorely miss its presence.
[quote]I bought a Geforce4 MX so I could see shiny water in Morrowind.I'm surprised if that worked for you. The MX cards lacked the pixel shaders that were intorduced in the GeForce3 series--only the mainline GeForce4s had them, and those were a lot less popular.[/quote] Well, I'm not proof positive it was an MX, I bought it from a friend who'd upgraded to an ATI 9700 or something...it wasn't but six months before I upgraded in turn to a 9800, which is still like, - my all time favorite
Ok - simply going into the sound folder and doing a little mix and matching to replace the effects you don't like seems to work fine ... I changed the Disciple's steal/transfer effects to the subtle Inertial Field effect. I don't have much experience with Advent, but Stealing and Transfering seems like an ability I'd leave on autocast, and its not important to me to hear when it goes off. Good thing too, since the effect I chose is so subdued its hard to hear at all...a massive improvement. I'
I bought a Geforce4 MX so I could see shiny water in Morrowind. I think its time to let these cards rest in peace. Stop torturing your MX Glitchboy, not to mention yourself.
[quote]Its the disciples stealing and transferring antimatter I believe, its really an annoying sound and the effect is distracting.[/quote] Yeah, - Busby's right, - not that the crusader's effect isn't aggravating as well, - but my beef is with the Disciples - the sound files are appropriately named, - 'Effect_StealAntimatter.ogg' and 'Effect_TransferAntimatter.ogg' Psugar, - on my setup its not just that these effects are inherently annoying, but they play much MUCH louder t
[quote]Did you have any capital ships in the fight? One of them (I think the Revelation, the one that has Hysteria, because I don't remember the exact name of the ability I'm talking about) has an ability to reduce the cooldown of abilities of friendly ships, and plays a short sort of metallic sound effect.[/quote] Nope, the sound persisted well past the death of their cap-ships. Sounds like Crusaders get the vote, I haven't had a chance to play a game as Advent just yet but Rhedd_V so
I'ts definately not the illuminators, - I'll check the crusaders...I've played every .ogg in the 'effect' and 'weapon' sections of Sins' sound folder, - but can't seem to find the offender amongst the files...it's good to see IC has labeled each effect thoroughly at least, I was hoping to find the file and replace it with another effect that's not as unpleasant.. I'll keep looking. and by the way, - my memory was a little inaccurate in my original post, - the sound is more like a high
[quote]There is an option to group all similar units in one stack in the empire tree. This will shrink it down a bunch.[/quote] still if you're trying to queue attacks against a series of individual targets, or micro individual support ship abilities, you can't use the stacked tree, and the shifting list gets ridiculous. It should leave blank spaces when ships phase out or get destroyed, then recondense itself when the player manually scrolls it.
I haven't played too much sins, and am in the middle of my 2nd 1.03 SP match. In 1.02 I never ran up against a large force of advent, but am doing that as we speak in a random medium map. So i'm facing a fairly diverse and teched-up advent force, we were allies through the game and our empires and fleets are well developed. In my last two battles I faced a group of - Drone Hosts, Crusaders, Guardians, Illuminators, Disciples, Defense Vessels, and Subjugators. - A
hm yeah, - I forgot about the replays - I'll take a look.
Yeah, you can speed it up a bit by using sub-select to scuttle ships in any given selection. Still sucks, - but it's faster than selecting each one individually, - just hover the mouse cursor over the scuttle button, and go 'TAB-click' 'TAB-click' 'TAB-click' etc. until you've set up a scuttle for every ship you've band-boxed.
I think I know for sure... - I'd just received an AI mission to destroy their tactical structures when I saved and quit. On reload I immediately received a message telling me they had been defeated....maybe the AI did a surrender check upon load?
I loaded my second 1.03 save game today, and in addition to my 'teams locked' setting being forgotten ( i do see reply #6 and will remember for future) one of the factions in a 4 player map came up as defeated upon load, even though that faction still has 5 planets...
[quote]I wouldn't attempt to add super-caps to the existing factions. I would use them as the base for a new faction that relied less on control of planets - I would build on the classic Mothership theme, so the super-cap would be capable of building frigates and cruisers. A mobile capship factory would be too much though, so I'd look at some mechanism where the supercap had to anchor in order to produce capships.[/quote] [quote]Like the super-faction that's tailing the vasari? I like
[quote]I wouldn't attempt to add super-caps to the existing factions. I would use them as the base for a new faction that relied less on control of planets - I would build on the classic Mothership theme, so the super-cap would be capable of building frigates and cruisers. A mobile capship factory would be too much though, so I'd look at some mechanism where the supercap had to anchor in order to produce capships.[/quote] Like the super-faction that's tailing the vasari? I like the ide
My Hoshikos show some pretty weird behaviors as well. I find they're more likely to behave if they're grouped into a fleet of their own, jumped in at the same time as your attack fleet, and then told to follow whatever ship or ship type you want them to stay close to. This makes it easy to redirect them as well if someone out of their range needs some quick healing. Ctrl-# groups work just as well for that kind of thing, but I like having my support ships pinned to the
Holydiver, - Sub-select the ship in your selection group that you want to become the leader of the fleet you're about to create. When you have multiple ships selected the sub-selected ship is indicated by a white background square on the empire tree. Move the selection forward through the group with the TAB key, and backward with SHIFT-TAB. Just highlight your preferred capship, (if its not already) and when you hit the create fleet button that ship will be the leader. If you mess up and end