It reminds me of Homeworld2's 'strike group' system, which was independent of the Ctrl-# groupings as well. It's good to have another way to bind ships besides Ctrl-#, It really frees up the #'s for micro purposes, rather than wasting a whole Ctrl group just to get a bunch of ships moving together. The pinning and formation AI is the main attraction though -
Szoreny
[quote]The Flagship issue is it makes your highest lvl capital ship your flagship.It does? I've had fleets lead by a Cobalt, and it looked really strange for my Caps following this little dinky frigate.I actually found a nice little way around this...If you designate the ship you want to be the flag ship and put it in a fleet all by itself, then select all other ships you want to be in a fleet and make a fleet out of them as well...Then select the flag ship(fleet) and then shift select the secon
Last time I played a huge random map, an enemy TEC faction was stomping all over the other AI in its region by spamming Hoshikos, and Percherons. When I made contact with him, even a well supported group of 40 gardas bolted onto my main attack fleet couldn't break through his fighter/bomber screens. My attack ships couldn't touch his relatively few attack ships since they were supported by the Hoshiko spam. There were times in those battles were I was confused about what to attack first, The
Don't forget to pounce on your nearest enemy's weakened cap-ship after they've cleared out an ice or volcanic planet's garrison.
I use the Z-axis when stationing Percherons...give them a hold position order and move them up a good bit. Keeps them out of harms way in battles that can range around an entire grav-well. It beats having to spread them around the edges or micro their evasive movements. I also sometimes send LRM groups straight up if an enemy is closing fast and I want another hardier group to draw enemy fire first.
[quote]I think the textures need more work than anything. But for the record, i think all of the ships are well-made and reflect what their jobs are. yes, even that Kodiak tank thing. Besides, having them less pretty is better for your frame-rate during those big-ass fleet battles. I am sure we would all be pissed if Stardock pulled a crytek and made everything too pretty for anyone to run, so lets all just be happy that the game is as pretty as it is while running as good as it does.[/quote
Wow a 9800pro - I used to love that card, kinda makes me happy you're punishing it so with sins. But yes, get another 512mb Ram chip. After that you can maybe think about getting a vid-card with 256+mb of RAM, but I think you'll be alright.
[quote]Well the SoundCard that I am using is my headset so I will see the graphics drivers.[/quote] Just cause your soundcard's built into your headset, doesn't mean it doesn't use drivers. So check Sennhieser to see if there's an update. Also, what's this Turtle-Beach sound-device you have installed? Is that related to your headset as well? If it's a built-in sound device that you're not using for anything you should uninstall or disable it. I've heard bad things about
I'm sure the dev team knows bout this by now, but my empire tree in 1.02 has the same problem, and it gets annoying pretty quickly.
I just played a small battle with four capships, less than a dozen frigates and 6 squads of fighters. I had weapon effects but no explosion animations, the cap-ships just disapeared when dying. I'll try bumping up my particle count as well.
[quote]And as someone said, make a control group of Cap ship killers. This will be your combat cap ship with the gauss round, and the support ship for the +25% dmg (autocast off).[/quote] What do you mean by setting the support ship's +25% to autocast-off. Isn't that a passive ability and always on? Or are you referring to the support ship's other, non-passive abilities which should be disabled to preserve anti-matter.
[quote]I have a high end PC and I find some of the ship designs really beautiful, but some of the "uninspired" TEC designs are really SUPPOSED to be ugly IMHO. Their ships are industrial makeovers! The only "pretty" TEC ship is the KOL, which was the only ship built from the bottom up to be a ship of war.[/quote] Yeah but I don't find any of the ships definitively ugly even....they're all...plastic looking. An example of inspired ugliness would be maybe the Earth ships from Nexus, wi
[quote]People keep praising Relic's art design- well, kids, that's what you get from big game companies. Relic/EA/Blizzard/Valve. They all have VERY talented Art Directors and Designers.[/quote] I don't think good art-direction is synonymous with big companies.
[quote]Sins is designed for weaker computers, not ultra modern ones.That means models and textures need to be complex enough too look good, but not enough to chog down computers when rendering hundreds of ships.There are several graphic mods being worked on at the moment, which will increase the visuals in SoaSe.EDIT: Also, the above user is correct. Look at hw2 again. For some reason as time goes on, we remember things better than they actually were. I always remembered the classics of n64 (
You're right, I don't think anybody is questioning the visual presentation as a whole, - but the game's impressive scale shouldn't technically preclude some nicely done explosions...
Its not very important, but it still surprises me that Sins has pretty awful explosions compared to what we've seen in the past....must be hard to make a decent explosion sequence since like, the majority of space sims and space RTS's habitually miss the boat here. It would help if the explosions were at least more tightly tied to the dissapearance of the model...I never thought I'd look back on HW2's 'white-out' effect as an elegant solution to this problem but this's a little ridiculo