[quote who="DeadlyShoe" reply="4" id="2194746"]TheRezonator: Ships will waste very little damage on a ship about to destroyed. They are aggressive about this; it is possible (though rare) for ships to switch targets slightly too soon, leaving the old target with 5-10 HP.[/quote]Seen this myself when I had a Kol assaulting a pirate base, I think it was. The combat AI switched targets from a nearly-dead ship onto one with more health before it blew. Had to set the Old Glory back
Carnston
More support for the queue suggestion from this end. Sins allows so much of the sort of thing elsewhere, I don't see why it can't be done here unless there's some sort of engine restriction. Then again, it's their engine, I wouldn't doubt they'd be able to lift that restriction.
This is present on Argonev starbases as well. I wouldn't doubt that the Orkulus has a collision box, considering it's mobile, but the stationary starbases have little or none. Ironclad must've missed it. Simple mistake, considering immobile starbases are...well, immobile.
I had some ideas a while back for some simple upgrades to the current system for AI missions and diplomacy. First and most simple; being able to accept or decline missions. Accepting a mission would raise both the happiness gained and lost for completing or failing the mission. This would also be the only way to gain whatever resource reward might be on the table for it. Declining a mission would result in an instant loss of happiness, but much less than
Alright, think this might be the final question... Is it at all possible to list a ship in both the FrigateInfo section and the CapitalInfo sections? The main thing I'm concerned about is screwing up the build list, as that'd either make the mod unusable or just plain ugly with my simple intentions in mind. I probably already know the answer, but I'd still like to ask. Thanks for the help so far.
Ok, so, first problem I noticed was that I [i]hadn't[/i] noticed the "Apply Changes" button in my previous test. Queue up one slap in the face for me. Second problem, now that I had copied entity.manifest into the mod folder and found the Apply Changes button, applying said changes now makes Entrenchment lock up. I waited for a good while, then finally killed the process. Does it really take an ungodly amount of time to load up if some files aren't in binary or am I still doing someth
I've been working on a small mod with the intent to make the game even more sandbox in nature. However, after playtesting it, it's clear to me that it doesn't work; I activated it with no problem, but no changes showed up when I got a singleplayer game going. I believe this may have been caused by an improper structure, as I only included the GameInfo folder and nothing else. I'm not sure as to what other folders are supposed to go along with it. So, getting to the point of this threa
I don't play online simply because of the fact that I don't enjoy RTSes online. In an FPS or other very small-scale game, I can die, respawn, and go back to doing what I do. Best of all, it doesn't take half an hour for me to die when I start losing a fight, all of this tends to happen in an instant. Now, move onto an RTS or similarly-styled game. When you start to lose, it can take a long time by comparison. In Dawn of War II, you can lose in well over 12 minutes and know you
Same here. At the very least, the dropouts are consistent. [IMG]http://i259.photobucket.com/albums/hh285/Insano-Man/Worried1.gif[/IMG]
On that note, yes, I do tend to get mini-dumps whenever I Alt+Tab. I'll send them now. I don't know what's happening on shutdown, though, I just get the "Sins of a Solar Empire has encountered a problem and must close" message from Windows. [b]Edit:[/b] Just as soon as I can find where the mini-dumps are stored...
Not so fixed anymore. I don't mean to sound like a broken record, but, seriously, Stardock and Ironclad have been so good about support, why can we not get a simple "We're working on it"?
[quote who="Noa12390" reply="2" id="1975981"]my friend it happens things break things go down power goes out Murphy's Law applies here [/quote]Twice in a row isn't exactly randomness if you ask me or just about anyone else on the forums.
I've been trying to get on ICO for a few minutes now and refuses to let me connect. Both me and my friend Joe are experiencing this problem. Is there some kind of maintenance going on?
I've seen this, as well. Running the game on high.
Tested it once, no crashes after multiple Alt+Tab attempts and no crash on shutdown. Kind of a bummer, though, as I don't like playing in windowed mode.
Throughout the time I've had Sins, the game has pretty much always crashed whenever one of two things occur; shutting down the game or Alt+Tabbing in the middle of a game. Crashing on close isn't too bad, but the minimize crash is quite a nuisance, as I regularly use Steam to chat with my friends.
When all three micro-expansions are released in the same box, will the compilation be cheaper than the individual expansions, as one could assume? I just want to make sure, my budget is very, very limited.
Yes, but you need to have a program that can open and edit/export to .TGA. This will only be client-side, so other people in the game, assuming you're playing multiplayer, won't be able to see this. Overall, it's only useful if you're a person who likes to see their own ideas, images, and other such things in the game, like myself. This is, of course, assuming that the game still works like it did since I last played it. (Fondly remembers having played as a TF2 Medic in Sins)
1022MB of RAM and a 128MB video card and I'm doing alright. ...at least until I get my Über Battle Fleet of Quaking Doom. 100 Kodiaks moving around on-screen and I'm in the 10FPS area - at best.
16, four months and 16 days to go until I'm seventeen.
[quote][size="1"][i]Originally Posted By [b]theRetroboy[/i][/b][/size] Note that dead asteroids break a chain. -- Retro[/quote]Unless you're TEC. [IMG]http://i259.photobucket.com/albums/hh285/Insano-Man/biggrin1.gif[/IMG]
Battleships and dreadnought-type vessels start with no command points. Battleships get theirs at around level 3 and dreadnoughts at around 5-6. Battleships have room for two squadrons at level 8. Colonizers and utility capitals get a single squadron at default and get 2 at around level 5-6. Later levels have them end with 3 squadrons. Carriers get two squadrons by basic and slowly gain even more as they gain levels. By the time one's at 10, it should have 6-7 command points. Hop
[quote][size="1"][i]Originally Posted By [b]Xapati[/b][/i][/size] None of the races have great voices, they're all pretty average. I play a lot of TEC, and supposedly they're in a really desperate situation, yet none of that comes through. If you want good voicework, play Dawn of War.[/quote] Too bloody right.
No. A planet group is just that; a group. It has to have contents or else it's useless to have.
This is why I like shield generators so much. You have no idea how many times this has happened to me. I can honestly say that, at one point, I heard "A new colony has been f- We've lost contact with one of our planets..." just after taking an asteroid. I don't even want to know what that sounded like for my allies/enemies in that game. "A po-A power-A power sur-A-A-A-A-A-A power surge of great magnitude has-A pow-A p-A powe-A power su-A-A-A-A power surge of-(Continues)"