[quote who="-Ue_Carbon" reply="14" id="3178088"]I enjoyed your attempt to keep to original as best you could. But since your offering your services to mod for a space game. Got a sample of your style for this genre? [/quote] Nope, nothing from a space game. :-/ It's something I'd be interested to try, though.
ScaldingHotSoup
Here is an arrangement where I was trying to reproduce the sound from Final Fantasy Tactics Advance 2. http://soundcloud.com/scaldinghotsoup/the-sky-pirate-from-the-east-final Here is the original file for reference. :-) http://www.youtube.com/watch?v=16X5i517JhI Note that I didn't have castanets in my music library
Hello everyone, I do a fair amount of arrangements of video game music for orchestra and other large ensembles. Would anyone like any help? As far as final product goes, my means are limited - I have Finale 2012 which has decent sound, but it's not fantastic. However, I should be able to create midi files that the gods of editing software can turn into gold. My skill at composition (new music, rather than arranged or rehashed music) is much more limited, so you can ask, bu
Pretty please? :D
Yeah, it would have to be a pretty drastic mod. Shame about the code not being there, though.
Hey thar - Sins veteran + mod noob here. Has anyone made a mod that makes resources finite in this game? One of my pet peeves is that later in the game, the amount of resources coming in is far, far too high. It would certainly add another aspect to the game if the huge spammable fleets were not so spammable. The simple act of limiting crystal and metal (maybe, say, to 10000 per individual roid) would cause some drastic gameplay changes. I'd say that in a mod like this, neutral extrac
1. looks like an advertisement 2. Periods and consistent spacing make your statements more clear. Maybe it's not an ad but it looks like one.
that'd be 4PM EST unless I'm not mistaken. I'm game!
Hey, could you elaborate a bit more on *refinery* mechanics? I'm not too familiar with how they work. Thanks! -Scalding
I would be interested for next week, I'd call myself fairly knowledgeable about most counters but figuring out what to do in situation-specific things (how to rush best, etc).
Maybe instead of so many extra SC at level 10, they could make it so that they can support SC that have lost their carrier frigate/capship? Just a thought. Not sure if it's a good one.
Banned for having lewd characters in teh signature. You naughty naughty boy. And as for teh questions, tell the truth to her, but make sure you know what you're getting into. It's not worth sparking needless drama over that situation, but at the same time you should try to be as honest as possible. *edit damn it updated inbetween starting and posting. that ban was meant for two above.
/\ Banned for previously being banned. /\ [e digicons]^_^[/e]
I vote nanobots, to go with traditional Vasari weapons. That way it'd only hit target structures.
To clarify Raging A's post, scouts only counter Illums in equivalent or better amounts of minerals. 10 scouts will NOT beat 10 Illums. You have to either match and supplement or outresource and spam scouts against illums to succeed. Just make sure that you have something up to counter light frigates/flak/fighters that might try to come and kill your scouts.
Thanks again for the replies. GoaFan77; that makes me think of some truly epic battles - you could access the pirate system through a one-way wormhole!
Okay, just making sure that that works even in that instance. What if the players use team 3 and 4? Would that cause the same result? Thanks for the speedy reply. -Scalding
Hi! I'm new to mapping, so I've got a few questions that I couldn't find the answers to elsewhere. I'll probably come up with more as I struggle through this first map. 1. Does a star system NEED a pirate base? I'm kind of nitpicky about the asthetics of my map and it'd throw off the cool lotus/spiral thing I've got going on. 2. Is there a way to set things such that no matter where the players are on the lobby/team choosing area, if they're on team x they get p
Wait - why make an overused unit cheaper in the first place? Making illums a bit more expensive fixes things. And on a second note, I agree with Raging Amish in that the only problem is that there is no solid counter to illum spam besides scouts. If flak wasn't so powerful carriers would work, but the fighters get ripped to shreds. HC's are too hard to get early game. counter-spamming long range frigates only works for advent because lrms and assailants are way less cost efficient.
Yeah, the consumer service at stardock is amazing. Just tell them the problem and they'll get it to you.
Entrenchment's worth the buy imo. The AI IS stronger in Entrench, and it'll be worth the (very) slight unbalance to start learning the strats on the new game. Besides, the original Sins is also unbalanced. People just find ways to get around it. Oh yeah. It's only ten bucks. Come on. :P And you can play the original whenever you like, so you're not forced to play the new one. They're both supported. And since you seem to be planning on getting entrenchment sometime anyways, sooner is
We could fix the illusionary problem by introducing units on all sides that can see through illusions, much like revealing units in SC.
I uninstalled and am reinstalling, I couldn't figure it out. :-/ Ah well.
I figured it out - I toggled something about the pile in the computer settings - I fixed it yesterday and forgot what I did... :-/ If anyone else has this problem, I'll try to retrace my steps.
I'm having trouble downloading 1.13 - I keep getting "Download Error". This happens after it builds the file list and starts "Download Starting", Download 0/0 or whatever. I can give more information if needed. Thanks!