Volt_Cruelerz

Volt_Cruelerz

Joined Member # 3217355
91 Posts 3,818 Replies 25,320 Reputation

I guess one could make them spawn invincible frigates with a large fleet supply cost and have the starbase destroy them when the starbase dies.

80 Replies 458,806 Views

Also... Psychoak: character in the first couple seasons that mysteriously vanishes. Before leaving, he trains Volt in the arcane ways of buff chains

124 Replies 427,782 Views

[quote who="GoaFan77" reply="2" id="3477495"] For the first time you make a troll thread with potential and you forget to cast people. So I will add my suggestions. ... [/quote] Oh my gosh... [e digicons]:rofl:[/e]

124 Replies 427,782 Views

That operation is entirely doable. And you can make whatever the heck you want. You just have to make it from scratch. Saying buff chains are not Turing complete is like saying transistor clusters can't be.

8 Replies 7,421 Views

[quote who="psychoak" reply="5" id="3477206"] On the other hand, if you have large numbers of ships going through hundreds of entity files to do computations, your cpu's are gonna start bleeding rectally. It's not engine efficient to do such things on a large scale. The hottest processor out wouldn't be able to get Sins to run well if you gave a basic frigate a 50 file buff chain. Anyone considering the insane should take system load into consideration firs

8 Replies 7,421 Views

You'd have to have the AI play on a normal faction while you played on the modded faction. Lol... otherwise the AI would incur one heck of a war debt.

13 Replies 7,844 Views

[quote who="sareth01" reply="82" id="3477013"] Who says there only needs to be one player per starting position in an RTS game? Imagine matchmaking where you have teams of players performing specialty roles micromanaging their own part of the fight, something like individual admirals to a fleet admiral's command. Lets make them battles bigger, better and more awesome. [/quote] Honestly, what's the difference between just having a bunch of people on

105 Replies 414,625 Views

[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

13 Replies 7,844 Views

[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

13 Replies 7,844 Views

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.

13 Replies 7,844 Views

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.

77 Replies 414,510 Views

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

105 Replies 414,625 Views

Perhaps the best solution endless chasing would just be to give each planet a [very weak] gun that targets frigates only?

80 Replies 458,806 Views

[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

8 Replies 7,421 Views

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.

57 Replies 521,630 Views

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

77 Replies 414,510 Views

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."

137 Replies 129,123 Views