I know that lol, what do you take me for some moron =) I am offcource seeing what it shows when activated hehe. and sorry when i said offensive abbility lvl 2 i meant lvl 2 UPPGRADE, not as in active abbility -i am talking of the very much passive general dps uppgrade for the starbase. Sorry when i am off my game i sometime type down really bad english.
Malanthor
I noticed that the offensive ability lvl 2 for the dominion stabrase dont work show a visible uppgrade in damage when purchased, also it seems to flicker to the hangar bay uppgrade when you mouse over it. I also noticed that the upopgrade shield redundancy for the dominion starbase at both levels dont seem to be dooing what it says it should be dooing, it seems to regenerate matter not drain it while not regerating any shield at all. Also i never noticed that the synergy resea
I tested out 1.3 and found out that the enemy used superweapons atleast Zombie, played as vasari vs tec and got a few of my planets bombed back to the stoneage by the supergun. :) Eagerly awaiting next version!
Yeah i noticed the crash bug, played dominion 5 mins in when it went poof.
Wow im tired. wrote in the wrong forum. :O
Should work fine on high. I run either high or highest and i can play for hours on end so.. if you crash 10-15 mins in every time i think the problem is somehow on your end. No other instabilities that i have seen and i have prob spent like 30 hours playing it.
Looks real nice so far. :) Keep up the good work!
Well you have made your own models, your own music, effects, voices maybe, i dont know what, but you have made alot of stuff thats for sure. And just those things is pretty much entirely what other mods consists off. So couldent a really good mod be made just with putting the stuff you have made in the right places? It seems to me that the only things that cant be implemented into singleplayer sins is the special mechanics you have implemented, and they are prob marvelous and great, i am not
Yeah, i know you have implemented some new mechanisms but one could still have the new research, ships, sounds etc and play with AI and that dont sound like nothing to me. Maybe it would be tricky to do but would be nice if someone would take on the project. It would be the equal of any other mod pretty much so saying that we might aswell play regular sin for that sounds a little strange to me. :)
Well but werent there some mumbo-jumbo with the guys chasing the vasari, i seem to recall that all communication were suddenly cut off and their worlds went dark. Oh the mystery the mystery. Also from the huge fleet sent in after them, didnt only a few survivors return scared vitless and unable to speak. Maybe i have dreamt all this up, but the Xin dont seem to be the kind of guys that would scare hardened vasari into shock, unable to speak of what they had seen. When i see the Xin i jus
Yeah true enough, the AI would never be able to use it properly. Too bad it could make for some fun possibilities. I hardly ever use mines as they clutter up my screen with lot of useless blips, and its annoying having to redo them after every assault, but i can see the charm in a minefield i just dont think its that fun in sins the way its currently implemented. Your ideas wasnt bad though. I like what you lined out there for the Archailects, its pretty near what i was visual
edit: nm i found out the answer from your other forum.
Faster does not mean smarter. :) More processing power do not neccesarily mean you will come to a better conclusion, this is often a mistake made today by people who think IQ actually means a shit, well it does in a indirectly sort of way, just not the way they think it does. Now dont get me wrong i am not saying you are like this, i just had to say it as it is one of my pet peeves. Hehe. Everyone want allies though aslong as those allies contribute in a positive way and to their benefit
Well it would have to be balanced so to make it usefull offcource, in cost and power. Its only redundant if you dont achieve this balance. Could also let them use their engines to relocate to a new position, but make them move somewhat slow, or maybe not letting them move beyond a grav well after their initial set up, to simulate small thrusters or something that lets them steer around the planet (just like real sats, just better) Lots of options. They dont need to take up fleet cap but they
I think the best way to produce what i choose to call "attack satelites" would be to let a ship build them, they would cost fleet cap and would be stationary once built OR let them fly around on their own without weapons and beeing fragile until they set up and build up like a starbase, although they would need to cost cap still ofc. Both these ways should work fine, its a matter of flavour only. Aslong as they cost fleet cap it is pretty much the same as building a ship. o
Hmm i have not really thought it through, i just took a long hard look at the planet and the action that went on around it and thought "damm this sure is a small space, with these 2 fleets nuking it out here it dont seem to be much room left" and then i looked out the window and up into the sky and thought abouth how vast space really is and even if a battle took place around a planet it would hardly be crowded even with hundreds of ships having a go at it. I dont really have any arguments be
Okay, your plan sounds good. Im fine with starting the testing on the 29, but if you dont make that date, i am fine with that too. :D Ehrr maybe i used the wrong terminology, just like a small child who says a word he dont understand hehe, i thought it meant bigger space around planets, so more space to move around on, it can get mighty cramped as it currently stands although i wouldent take it too far, just something that struck me when playing the other day.
Damm i was hoping to get to play with the new defense/diplomacy trees, but good news on the early release though. There is always the next patch for what we misses out on now. :)
Just read the current progress thread on your forums and seems you have things well in hand, love the new stuff. Especially looking forward to new research trees, but was alot more goodies there. I noticed several "if time" comments, seeing time matters, do you have an idea for when 3.4 should be done perhaps? :D
Yeah me too, i just dont want unpleasant surprises so figured id ask incase you knew something i didnt on this. Got an ETA on next version by the way? Also have you ever considered enlarging the grav wells like some mods have done?
I just copied the whole sins folder, do i need to copy anything else located elsewhere, like where your savegames are located or anyplace else? I think i have autouppdate turned off, but you never know, better safe than sorry.
I dont really have any ideas, but i wanted to say i appreciated what you wrote. It was well written and entertaining, although it told me nothing abouth whats to come. But i guess that was your intent. :)
Good plague: We despise this existance, but we will try to make the best of it. Yes we are ugly, yes we are undead, but we are still sentient and we are in control of our urges, not the urges in control of us (if they have any, thinking the jolly ol vampire for one) We no longer want to take over the galaxy and spread our curse around, we just want to be treated according to whats inside our heads not by the way we look, all too often people just want us for our good looks. Cant they just app
Ahh yeah i forgot abouth the power to engines part, your quite right there. It can fit anywhere then. :)