So there should be a pirate version of _FRIGATEACCESS_HEAVYTECH? I'm assuming that's what you mean.
jason733i
Ascension is rising on one of your planets...
Maybe they limit their spending based on metal or chrystal income. If this is the case and they have a lot of bank, then they should use it to buy the other resources they need. But none the less, I agree completely. Right now a game of sins has a definite tipping point. Once you pass that point, the game isn't as fun anymore.
How come I don't see anybody on ico in diplomacy?!?!?!
I think they will consider it. However, this seems like a big pain in the butt to code. It all depends on how much they have to rewrite to get it to work.
These pirates look more like the reavers from Firefly... I don't think the game has to be scientifically precise, especially since you consider all of the planets that do not orbit the star they surround. My point being is that the pirates should be able to steal ships with bounties around 1k credits.
Sorry about the double post there. Browser was acting up... [e digicons]:X[/e]
Still, pirates irl don't depend on money to steal a ship. They just wave their guns around and take it. So maybe there is a better approach to achieving the same affect.
Still, pirates irl don't depend on money to steal a ship. They just wave their guns around and take it. So maybe there is a better approach to achieving the same affect.
If it's been added, then I'm assuming they haven't finished that aspect because I haven't seen it yet. I definitely like how they've changed the pirates in this beta, at least I like them when they aren't attacking me!
Thanks! and Happy Thanksgiving back.
I was thinking about what it meant to be a pirate. And the pirates in this game don't really act so much like pirates as they do bounty hunters. So I was thinking, what if the pirates actually stole ships from your fleet? This would make the game much more interesting since pirate raids later into the game would include more than just tek ships.
When I experimented with the envoy cruisers as vasari, I queued about 25 envoy cruisers from a desert planet with one frigate factory and rallied them on a neighboring asteroid field. After about 20 were produced, I looked back at the field and wondered where they all went. All I saw was one ship. I thought that was odd, so then I selected the ship and the other 19 vessles instantly popped out of it into the positions where they should have been. I also noticed this ha
I notice that they seem to get up to 30% diplomatic relation, but I've not seen any higher than that so far. As far as I know, they don't successfully ally with eachother either. On another note, I did notice that with enough envoy ships you can destroy credit income on a homeworld. I think that's pretty kick ass. The question is that there has to be a counter to this strategy, so what is it? I think it should be less obvious than one research option in the tre
Hi, I was wondering if there was if the developers could keep a detailed thread of all the changes that they've made throughout the beta to help us testers. Thanks!
How does this penalty compare to the penalty of stealing somebody's financial data or identity?
It's not a bug in the detection... It's a condition of the weighted graph graph problem. A cycle in the graph means that there is no beginning and no end. So the algorithm they use requires that there are no cycles. They can detect a cycle, but they don't want the cycle to count for obvious reasons. In short, it's the science underlying the game.
You can adjust the percentage of the market price that gets charged when you sell. This will allow you to get more money for whatever ore you're selling. But it could also mean that somebody else has ore on the market at a lower price. It tells you these things. And it depends on the game as to if people will buy late game. If somebody has a ridiculously high credit income, they will probably be buying a lot more than they are producing.
Well... I didn't have just one cap ship... I had a full fleet and was in the process of relocating to another star system... But i understand why losing your planets would be a defeat... the conditions for me actually succeeding that game were terrible... lol
I was just wondering what the conditions are for you to be defeated... Because I was a little angry when I was defeated and I had a full fleet of capitol ships about to take another colony on a different star system... It just seems odd that having your last planet destroyed is the reason you lose... I think it should include losing your capitol ships, colony shits, and your planets.
I hope all of you understand that memory optimizations doesn't mean use less ram... It means that they're refining how the data travels between different levels of memory to the cpu cores themselves. This process is what causes a lot of the bottlenecks that we're seeing in late game. But even if they reach an optimal solution, it will only run so well because of the amount of data that is flowing in and out of the memory and the cache. The AMD dual core CPUs have two levels
I don't think that fixing the problem requires entire code re-writing. I think it can be done with relatively few threading optimizations. For instance, the game has to calculate paths all the time for different ships. This calculation could just as easily be outsourced to another thread that can be run on another core rather than combining it with everything else. However, I doubt we'll see this done right when entrenchment is released, however we can always hope for
See if the enemy vasari players are using the special ability of the maurader... These ships along with the advent homing mines seem to be at the heart of a lot of the minidumps on the beta 3.
If you delete the files from this appdata directory in vista then you won't get that error anymore... C:\Users\User_Name\AppData\Local\Ironclad Games\Sins of a Solar Empire\Galaxy
I forgot about that factor... I don't think my windows xp installation of Sins has any custom maps saved. So that makes sense...