Also, This looks awesome! http://www.youtube.com/watch?v=CIS5y1MrIko&feature=related A rotating centre, nice pulse effects witht he lighting. Beautiful mod. Why don't we have more things like this being released?!
Tkins
I've been watching some videos on Youtube of Sins and noticed a lot of them show a really crisp black background like you'd find in real space. I think it looks great and the effects look much better. When I play, there always seems to be a hue in the background, like I'm in a nebula. Is this displaying a team colour or something? Is there a way to turn it off? Also, I've change the thread from just the background effects to anything that annoys people and could
I know what you mean :(
Where the heck is everyone!? Come play!
I just realized now that Annatar posted that link before I did. LOL!
[quote who="AShadowOfASoul" reply="25" id="1940159"]I'm glad to hear about the increased squadron limit for the carrier cruisers. I'm guessing that it's 2 squadrons for the TEC and Vasari versions and 3 for the advent right?[/quote] Yup that's right.
Yeah that's what I figured. Hey Blair, Craig, I'll pay you $5 to add: InCombatShieldRegenerationPenalty 0.5 considerBeingDamagedTime 10.0 LOL!! Well, I guess I could just turn the shield regeneration off completely, then add an ability to all ships that regenerates shields for antimatter and add that to Repair platforms too. Is that possible? Do you guys think I'd need to increase the income rates to kee
There isn't an InCombatShieldRegenerationPenalty? if not, is it possible to create one?
[quote who="thalatos" reply="12" id="1938757"]is a good strategy and work with all races depending the cap ship but the 2 are good, if i am right the bonus of the races are vasari = combat tec = culture advent = tecnology [/quote] I think it's: vasari= combat te
Yeah I figured it would be an ability. Could you make the ability only target self? LOL I should just start my thread in the Mod forums. I'll get my ideas together first though before asking exactly how to mod it all.
[quote who="-=XX=-Nephilim" reply="24" id="1938683"] Quoting DMNL, reply 23 Here is how a SoaSE campaign would play out: The first three episodes would be a tutorial and introduce the main adversary with most tech and units locked. Then you get the star jump tech and some longer games with more tech. Then the vasari show up and more tech and now diplomacy etc all laced together with the odd cutscene and lame voice overs YAWN! If that is your idea o
That sounds like a good idea. I was thinking about it though and shields are meant to regenerate, so I think I'll be leaving them with the regenerate ability. Otherwise what would be the difference between armour and shields? I'm thinking of making a hit and run friendly mod instaed. With the new abilities for resources coming out, I think I'll make it so that all repair abilities will require somethin glike 10 cr 1 m 1 c to repair 1000 armour/hull. Not sure how it
lol You could have just edited the second post...
^ The legend returns!
Bumpity bump bump. I could use a bit more feedbackbefore going over to the mod forums. Thanks in Advance!
Small maps are my favourite. Keeps things more intense, especially if you have everythign set to fast.. which still seems a bit slow.
Yeah I threw an edit on my last post saying I'd rather have their resources used on more "fundamental" content. I play MP and SP. My SP games are the ones that last 5+ hours, my MP games last 30 minutes - 2 hours. Average about an hour. I'm not sure if you're using the beta patch, but I find the AI to be much more competitive and less predictable. I play against them on Unfair and it's a good challenge. Why I'd rather have a campaing/scenario creator is because a campa
I'm not a fan of campaings either. I play them as glorified tutorials and usually stop about halfway through. The amount of resources it costs to actually make a campaign worth the time and effort is too much. Most campaigns are not overly well written and don't add much to the gameplay. Since the demand is so great for a campaign, I'd much rather them put their resoures into a campaign/scenario editor so that the community can develope that area. One campaign would not do the story j
Necro'd to get people's hopes up... "Sha sha sha sha sha" -Beastly
https://forums.sinsofasolarempire.com/306542 No Jokes Teal!
I thought it was carebears
Nov 18 LOL... Seriously, this update changes the game in a big way and in a very good way. This is one of the biggest patches I have ever seen. Thank ya and Good work!
[quote who="lambdaman" reply="21" id="1936958"]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. This could be complemented by a toggle on the Tactics p
Patch 1.096 is a beta and is currently being used for testing. Anyone can download this off of Impulse. Patch 1.1 is the official patch and is very near completion, there are just some sync error testing going on right now for multiplayer. If I were to guess, this will be released in the next week or so. One of the stardock posters said no later then the end of the month (Nov. 30, 2008). Not necessarily a promise though. Quality seems to be the focus of both Stardock an
Nov. 18th.. LOL