The chart is outdated now. V1.11 is different although you could still use this chart as it is similar although its not completly accurate now. (edit) I've posted the main changes below AntiLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%. All anti-strike craft frigates' base DPS reduced by 43%. Anti-strike craft frigate DPS reduced by ~25% (relative to v1.05). Anti-strike craft
Ambro_2
Maybe he isn't a troll at all but just mentally handicapped so has trouble expressing himself to other humans but really he has an amazing thought that would enlighten us all....... Or maybe your right and he's just trying to be a troll although his communication skills are so poor that he is below the level of even a lowly troll. [e digicons]:rofl:[/e]
[e digicons]:rofl:[/e] yea good point. Plus what most people fail to realise is that conte has lied about some of the things in his post and he is constantly on these boards causing trouble and slagging off stardock as I have read and replied to a number of his posts. So basically don't take him too seriously.
[quote quoting="post"]hi i bought it to play online, which didnt work at, i waited all these month for the 1.1 patch, which was announced for mid of july. i didnt play all summer and started again after 1.1 came out. did 4 or 5 games. 4 of them ended with sync problems and one minidump. so i paid for a something, that didnt get me what i was promised. in a normal "real" shop i would go there and get my money back, so actually i expect the same from you! <
Yes a lot of RTS games have this option, personally I don't ever use it though although I know a lot of people who like it. Although is it really necessary in a game like sins as usually it is to prevent rushing which isnt really a viable strategy in sins due to the time it takes to get across a galaxy.
Well obviously if your lucky enough to have 28" monitor the I don't think anything is going to look small. [e digicons]:)[/e] Bear in mind that most HD monitors are 24" though and so have a very high DPI which looks great although it does have a tendency to make user interfaces much smaller than they were intended.
Thanks for the replies. I guess stretching the UI would be a bad idea as it would end up pixelated like you said. I like PeterPikers idea of being able to choose between a few different options though, perhaps just the normal size and then the option to make it large would be enough as I expect it would take a bit of time to resize the icons without them looking pixelated. Also with the price of HD monitors coming down now I expect more people will be playing in HD or above and
Try a vertical mouse like the evoluent vertical mouse or the new microsoft vertical mouse if your getting wrist pain. Not sure if they work though as I havnt tried one yet.
I always get one or maybe two colonising firgates at the start. Means you can capture asteroid fields and you dont need to waste the first cap ship slot with a support ship.
Hey all. Ok well I have a slight problem with Sins Of Solar Empire which has been bothering me for a while now and I haven't seen anyone else post it on the forum yet so here it is. My monitor runs at HD resolution 1920 x 1200 and the graphics look awesome on it, the problem is I find it impossible to play in that resolution for any length of time because the UI is so tiny at the resolution. I always use the Empire Tree to manage my fleets but after about ten or fifteen minutes my eyes a
Mine isnt working either.... [e digicons]:thumbsdown:[/e]
[quote who="San Tsu" reply="11" id="1949214"] Quoting ToughLove, reply 2 Nice. AND this is why Impulse is good. If it wasn't for Impulse, I'd have to download a huge patch. I just downloaded this update and it was 1.7MB total.That has little to do with impulse. [/quote] Impulse cuts down the size of the download as it can compress the data more efficiently. So he is right.
Yes the post is better now as its been edited but when I read it you dont find out theres a short version until at the end and then you get told if you read the long version you are going to be damed in hell or somthing.. But its edited now so better. [e digicons]^_^[/e]
I am thinking maybe this is just a few people who are having problems and we are only really hearing from the people who are dissapointed. Impulse worked perfectly for me and I expect many others as well. Although it is not nice to have difficulty getting the patch lets not blow this out of proprortion and start accusing stardock of being a bad company as there are always going to be technical problems with PC games.
Why waste our time writing a long version then...... Just listing the bug would have been enough.[e digicons]:annoyed:[/e]
Give stardock a break! I think we can all see they are working hard on the updates and fixes, just go read the beta feedback forum. Also just for the benefit of any new players who might be reading this forum the crashes are nowhere near as bad as is made out by some of the posters.
I used it once before, I think it was in the demo verions I downloaded before I bought the game and im pretty certain that it worked then. It even mentioned it in the tutorial.
The quote is from another thread in which you bought up a similar question so ill paste it here as it is also relevant to this discussion. [quote who="Ambro_2" reply="20" id="1937482"]A campaign is really going to be a waste of time for sins in my opinion. For me to play through a campaign it would have to have a really good story with high production values whilst remaining challenging throughout. I cant really see the sins campaign being anything other than half baked
A campaign is really going to be a waste of time for sins in my opinion. For me to play through a campaign it would have to have a really good story with high production values whilst remaining challenging throughout. I cant really see the sins campaign being anything other than half baked, we know the AI is poor already and even on hard it is pretty boring and predictable so it is just going to feel like a grind. Also all the great single player games are usually built from the ground up wit
I dont know why, single player gets really quite boring after just a few games I found. I think a lot of people probably play lan though instead of on ironclad.
I think the attack function works exactly the same as the move function in that if you click it on a empty space the unit will move to the location first and then check for an enemy wheras in a ideal world the unit should be checking constantly for units to attack before its reached its destination when on attack move.
[quote who="patkhoo" reply="20" id="1936811"] I think you have enough ideas there Patkhoo to start a few threads of your own. Heh, why worry about LRM spam when there are these idiot thread hijackers on the forums? My apologies.. [/quote] Hey thats no problem, just trying to streamline the thread so we may come up with somthing constructive for the developers. [e classic]:)[/e] I think there is one problem with the idea that you sugg
[quote who="Tkins" reply="22" id="1936966"] Quoting lambdaman, reply 21 I have a suggestion for a way to get around this, at least for some uses. I'd like to be able to tell my units to continuously attack units of a given type until there are no more remaining in the gravity well. If the unit has this order and no current target, it should target a unit of that type; if there aren't any available, it should move to the next order in its queue. Th
Theyre were quite a few people on patch 1.05 but you are right that on the beta there is virtually nobody. Plus once youve installed the beta ou have to unistall it to get back so im just waiting for the patch to go official now before I play online again as I expect many others are.
Thanks very much for the answer Blair. I had a feeling that it may use a lot of memory for the attacking stacks function so thanks for clarifying that. In response to your question I think being able to que 15 or 20 ships at a time would be the least amount which would still be useful. This is so you could que at least two stacks at a time so when one stack has been destroyed the attacker will go onto the next stack automatically which gives the user a chance to que up another stack