[quote]No need for a unique icon. I deleted all mine, then copied a basic research ship tech a bunch of times and renamed it and it worked fine.[/quote] Renamed = Unique Yes ?!
TEKEL59
[quote]If its all teams of one player, locked teams doesn't do anything.[/quote] Not true, it turns off diplomacy and quests.
While the white coats are busy trying to imagine themselves on the other side of the galaxy, those who control the resources necessary for space travel are instead making plans on how to achieve a sustainable population of a mere 500 million. In case you didn't notice, thats several Billion below current population levels. Think total urbanization and tyranny. This is a far more likely future than humanity escaping earth. If you want a better outcome, talk to your crea
[quote]hahahahahahaso you have it set one way, then open up affinity which does nothing, observe the effect, then try to rationalize it by saying when you *uncheck a box* which restricts it to one core THEN you see a decrease in performance.well, duh, gj. but you're not doing anything.[/quote] Reading comprehension is your friend. That is NOT what I said. 1. Observe CPU capped at 52% overall when playing. 2. Observe CPU 1 maxed out. 3. Observe CPU 2 idle. 4. Check a
[quote]Welcome to the placebo effect. You're seeing both cores automatically selected in Set Affinity because they are ALREADY ON BOTH. Set Affinity just allows you to make a program run on LESS cores.[/quote] Hardly. I have to UNSELECT CPU2 if I want to see no change in behavior. Before CPU1 90-100 and CPU2 5-10%, afterwards both are 50 plus or minus. On my CPU it is obviously NOT just to reduce the number of cores used. Setting affinity actually changes how the C
Camera follows whatever it wants in my experience, no focus required. Fighters/Bombers in particular and I find it quite annoying also.
[quote]...I was suprised to see the two cpu stats earler - on my system, I get one cpu at near 100% and the other basically idle.[/quote] I went back and looked at the dual CPU issue... I found that Sins will not use both cores of my CPU on its own, I have to go in at game startup and set the CPU affinity to both CPU's. My CPU is an AMD Athlon 64 x2 Dual Core 4200+ @ 2.21ghz. Using Taskmanager, if you observe unbalanced core usage like I did, go to processes a
I do ok until I get large Advent vs large Advent - then it becomes unplayable. I get about 10 clicks every 5 minutes. AMD 4200+ 2GB Ram. 7600GTS I was suprised to see the two cpu stats earler - on my system, I get one cpu at near 100% and the other basically idle.
[quote]It is you prerogative to believe whatever you want, but don't try to sell creationism as science. It isn't. Also, just keep in mind that while you believe the Bible and think that evolution is all lies, we are using evolutionary theory in medicine, therapy, biochemistry, biology, bioengineering, industry, farming, etc. We also have testable and demonstrable predications based on evolution. So, whether you or anyone else believes in evolution is really inconsequential since evolut
[quote]No. Without the ability to test scientific theories about supreme being(s) creating the universe, intelligent design cannot qualify in any way as science. [/quote] Funny that the same standard is now rarely applied to evolution. Without the ability to test scientific theories about what existed 50 million years ago, the theory of evolution (as an explanation of origins) cannot in any way be stated as scientific fact. Yet it is taught as such. When I was a child it was still prope
Easy, and explained biblically. Because they are under temporary judgment and are divinely blinded. Because their unbelief was required for Jesus to be crucified. Because their forgiveness after their rebellion glorifies the mercy of God. The fullness of the Gentiles refers to God dealing with mankind through his church. ie the church age, the current and temporary situation... For I do not desire, brethren, that you should be ignorant of this mystery, that you not be wise with
Heathens will be purged. I couldn't resist ;) Seriously though, it is true. I stand with Forgiven in his statements. I believe the Bible is the testimony of the creator to his creation (as it claims to be). I base this belief on the evidence of things unseen (faith), as well as the evidence presented in the Bible. The God of the Bible claims that his calling card, his proof of authenticity, is the ability to foretell events. The two primary events foretold are the coming of Jes
[quote]Can use Bailknight's graphic mod with Heavy Nova ? Or are there any conflicts from preventing this ?[/quote] The gameplay changes in the Baliknight mod (those found in the GameInfo folder) should not be used with HeavyNova 1 or 2. The gfx changes in the other folders work just fine with it though.
At first I just made the time between quests extremely long, then I discoverd locked teams. My hate is unwavering, don't bother me with the pitiful petitions...
I have had astonishing success simply by using a balanced fleet - a sensible number of each class, with Malice/Brilliance, and "stay here" microing. I tend to park each (and every) class exactly in the middle of the furball, the Illums so thy can use all sides, and the guardians so they can shield where it matters. The native formation ranks seem to work against Advent fleets.
I played a locked racial 2 v 3 v 3, all random hard, using your HeavyNova2 AI changes. My partner was pretty agressive, but kept sending his fleet to the rear to deal with rebels rather than dropping a couple hangers in each. VERY annoying. The prize winner for goofyness though, was my last game in 103, with Sins Plus - there was a choke point that had the Deadly Secret bonus. In that game, my partner camped the planet spamming colonize and immediately losing it for the rest of
Double post blues...
Here is another FYI, in v2 103 and 104. Vasari research topic with unattainable prerequisite: RESEARCHSUBJECT_TRADESHIPCAPACITY1.entity Prerequisites NumResearchPrerequisites 1 ResearchPrerequisite Subject "RESEARCHSUBJECT_TRADESHIPCAPACITY0" Level 3 The referenced prerequisite can only be trained to level 2. Thanks for the effort, this mod plays really nicely, although I have reduced light carriers down to 1 squad each. Caps wer
I also like that the randomness was extended down to the production level.
I turn it off. It would be ok without the bidding.
For general info, I found an error with the Advent Colony ship which prevents shield regen. In file CAPITALSHIP_PSICOLONY.entity ShieldPointRestoreRate StartValue 0 ValueIncreasePerLevel 0.00 Should be: (numbers match other colonies) ShieldPointRestoreRate StartValue 1.0 ValueIncreasePerLevel 0.10 Thanks !
Thanks TONS !
I enjoyed v1 a great deal and found most of the info on v2 to be well thought out and documented. My only request is that you would release the UNCOMPILED version of the mod so folks can still have a game they can mod. I played one game with v1, then abandoned it in favor of the ability to mod. I do like your ideas, but... not to the total exclusion of my own.
Appreciated info - now I can play without being compelled to look back here every little bit ;)
[quote]A good solution would be to make the AI scripts modable... they did it in kohan II and some player released extremely brutal Ai's.[/quote] Agree. My biggest beef is the ease at which mods can break early game AI decision making. Like if you make capitols require hours of research and resources, the AI is highly likely to simply give up. P.S. I would like an option to completely turn off the market. Thanks !