[quote who="GoaFan77" reply="10" id="3477008"] Quoting Volt_Cruelerz, reply 9 Quoting GoaFan77, reply 8 Quoting Volt_Cruelerz, reply 7 Which do you disagree with? Tying anything to the current population of your planets. You couldn't do it literally numerically, but you could capture the spirit of it. Every time you construct a new structure, you apply a buff to the structure that in turn applies a buff to the orbit bod
Volt_Cruelerz
[quote who="GoaFan77" reply="8" id="3476961"] Quoting Volt_Cruelerz, reply 7 Which do you disagree with? Tying anything to the current population of your planets.[/quote] You couldn't do it literally numerically, but you could capture the spirit of it. Every time you construct a new structure, you apply a buff to the structure that in turn applies a buff to the orbit body which uses the entityModifier PlanetMaxPopulation to knock down its populat
Which do you disagree with?
I'm on my phone so i can't edit posts... Anyways, as I think about it, I think the third is possible too. Upon spawning a ship, give it a buff that then gets sent to the planet. The planet loses one point of population. Then have the planet bounce this back to the ship and have it have an on death action that removes the buff from the planet that reduced its population.
Provided you mean what I think you mean... Yes Yes No Yes Yes
Great to hear that it's still selling well. Was it just the steam sales or the DLC or what? Not quite sure what you're alluding to regarding the difficulty of putting stuff in and the meta. I'd guess you're referring to the 2 gig limit and the balance of the game as it stands, but I could be wrong.
I've been thinking about it and I think there's something else worth mentioning regarding the future of RTS gaming... Take a look at Sins of a Solar Empire. With its high unit count numbers, it would be very cumbersome to try to manage them using only the map. Luckily you have fleets and the Empire Tree which is an amazing UI innovation for the RTS genre. As unit counts continue to increase (realistically, I don't think it'll ever go above 2-3x what Sin
Perhaps the best solution endless chasing would just be to give each planet a [very weak] gun that targets frigates only?
[quote who="RespawnedTitanL10" reply="2" id="3474282"] I don't see any Lua exposed in this game. Might have been a change of plans with that, e.g. the engine might support Lua, meaning it can be configured with Lua, but Lua wasn't used for Sins. The entity files don't allow for Turing-complete computations within . You can call some of the predefined tests (i.e. defined in the C/C++ code) fo
Most games could use reviews like that.
While this applies on a theoretical level, since you're never zoomed in close enough to pay attention to this, particle effects are irrelevant. Sins weapons are DPS hoses on any realistic scale. You don't need to know when exactly the damage is dealt so long as you know the average.
I don't disagree. I'm just saying that the most important thing is a better engine.
I'd completely forgotten about this whole mess... It's good that common sense prevailed, but it's so stupid that you had to do this in the first place. Given the fact that they're not giving up, it seems like they're just trying to lawyer you into submission simply because their purse is bigger than yours. Such stupidity. Oh well. Good luck in the other countries. It's just disgusting to me that they're doing this.
Updated for 1.82
Honestly, the game will degrade like any unsupported game that's been out for six years. Even dedicated players like myself slowly lose interest. It's not that I don't like the game anymore. I still love it and it goes down as one of my favorite games of all time without question. It's just that at this point, the game doesn't hold anything really new for me. I've put in hundreds of hours and have modded the game to oblivion. I'v
well, I haven't been around in a while, but hopefully I can do some more work on this since I'm on break [quote who="maxwell XXXIII" reply="135" id="3296946"]it still crashes...[/quote] From the changelog: "Fixed a bug from 1.6 that would cause crashses on startup."
Only the Vasari have moving starbases though to do so requires two levels of phase stabilizers as upgrades.
I feel that if the Ankylon was failing that much at supporting allies it would be better to buff the low end because the higher end of the ability is spectacular so there's a smaller gap in effectiveness.
Looks awesome. Karma for you! EDIT: apparently the karma system isn't working [e digicons]
First off, it is already a larger font than normal, underlined, and bolded. Aside from adding colors, there really isn't anything else that I could do.. [e digicons]:rolleyes:[/e] Also, this isn't some "fun" mod. When I work on this thing, I yank about 90% of the stuff I add. Why? Because it isn't balanced or because strictly speaking the ultimate reason why I threw it in was for the fun-factor or rule-of-cool. The mod i
Looks great. Can't wait to see how it turns out!
[quote who="Seleuceia" reply="5" id="3232716"] Quoting GoaFan77, reply 1They need culture to be more useful more than anything, or at least more economical Fine you troll.... UNITY MASS SHOULD DO CHAINING CULTURE SPAWNING...[/quote] I actually did that once with the DE.. It was OP though so I never released it lol.
Making them restricted to places with Phase Nodes would be perfectly fine with me. As for making them an upgrade.. [IMG]http://i180.photobucket.com/albums/x111/VoltCruelerz/RebalancedRacesLoadScreen.jpg[/IMG]
The move to moddb had more to do with another mod I was working on that was significantly larger than RR:R, though I figured if I set that up, I may as well do this as well. Of course, that mod is incomplete as well, so..
Snyder, if you'd actually read at all, you'd notice in extra large, underlined, bolded print it says 1.03. [e digicons]#:([/e] Maybe you should actually read because as you said, it isn't an oversight, leastways not by me. I did mention it. You apparently are blind or jump to raging conclusions very rapidly. And regarding versions, ha. Versions are arbitrary numbers and the fact is, because many versions of the mod can actually go ac