YES! I bought it for myself. I bought it for my friends. Thank you for maintaining the best space game of the decade.
jjandrah
[quote who="GoaFan77" reply="72" id="2912191"]Already confirmed they aren't going to do this. At best they'll make the pathfinding a bit better so that they don't collide with stationary objects as much.[/quote] If so, please add a hook so that a mod can change this.
[quote who="TheEvidence" reply="13" id="2908097"] -Manage fleet composition (frigates/cruisers etc) like the fighter/bomber system - at the fleet end of things. Micro-managing multiple factories to do parallel construction as losses add up is not fun for me (and I suspect others). Let me link factories to fleets (as with the current rally point system) or auto-recruit factories and set my fleet composition - reinforcements will be built automatically as losses accumulate.<br
Please change the pathing ( https://forums.sinsofasolarempire.com/405761 , others), or perhaps add a hook so that a mod can do it.
[quote quoting="post"] ...my bank account flowing to her and doing her bidding lest she leave me (and take all my stuff in the process), the game ended with us winning and me feeling kinda...used, heh. [/quote] Ironclad has succeeded in creating an AI to have a fundamentally human behaviour... marriage. [e digicons]:beer:[/e]
If your IE7 install got pooched, check yourself for malware.
Haven't seen this myself. Screenshots? System info? OS, DirectX, and drivers up to date? Is is repeatable after a restart?
Even managed runtimes won't save you.... they still come back to haunt your dreams. Dreams worse than falling... /shudder
Are the starting home planet upgrade levels intentional on Nemesis? 3 population upgrades, everything else maxed?
Glad it worked - it's worth noting that the glitch is most likely independent of Sins as it's been a recurring problem with nVidia drivers on Vista. Try setting low resolutions in other games.
Nah, they don't join when first created and the rally target is still alive. I'll try to find repro steps. Edit: Watched replay. User error, set the rally to a location instead of ship. Sorry for the churn, devs ):
Maybe we do start too high, and it's too easy to park a ship - it was too easy in beta 1, too hard in beta 2, and now it could very well be too easy. I'm sure they'll find the right balance, the core concept is sound. I don't disagree that other mechanisms would be an improvement. Maybe mission offering needs to be tier 1 tech and ambassadors tier 2, provided with more low-level missions: Give me this much of resource x and I'll give you this much of resource y.</l
Well, if the problem is summoning thousands of pirates such that it cripples machines, perhaps bounties at such a level should hire capitals or extra-strong capitals (stats scaled by 3x or whatnot). Reduces the unit spam, but can keep the same oomph. About the multicore, it's been brought up a lot over the years . This dead horse has <a href="http
Sometimes, I've noticed that the fleet autojoin doesn't work and units sometimes forget their rally orders. A few times, I've had rallied units forget their orders to phase to the next gravwell and combat whatever was in the gravwell. I also had a Sova not autojoin the fleet when produced in the gravwell once. Has anyone else encountered this? I'm still trying to consistently reproduce it.
The beta starts with fresh settings, which means running at 800x600 to start with. Sometimes monitors/driver/resolution combinations have bugs in Vista; I lived through one with an 8800GTS and a Chimei 22" . Just for kicks, go into the beta.user.settings in your user\AppData\Local\Ironclad Games\Sins\Settings folder and set the resolution manually: <span style="fon
I didn't really feel the expansion either at first, or the first time I fired it up. After playing it tonight with a 5 AI, unlocked teams, it suddenly clicked. My gameplay suddenly became less Starcraft. I no longer used the same pattern of ignoring the AIs/pirates beyond my neighboring gravwells, slowly taking over. Instead, my gameplay became more MOO2. I can now build a relationship with my neighbor in a more logical and interactive way, nuking the rest of the system. Or, perh
Caught a few today. Race relations removes positive bonus TEC Race relation research removed a +1.50 relations bonus I had with Advent: ( Save games ) Dead
This has been something small thats been bugging me for a while. When AA is turned on, the distracting pixelation in planets and fighter trails goes away, but objects sport christmas lights. I've seen this on XP with an nVidia card and on 7 with an ATI card. Screenshot from Diplomacy below: top is without AA, bottom is with. Non-maskable, 2x, 4x, doesn't make much difference. It appears as though the AA is picking up white instead of transparent when doing calculations, reminding me o
In Entrenchment, I've found a case where the AI will stockpile scouts and a siege frigate in uncolonizeable gravwells. Screenshot Save file
TEC - It's OK. Could possibly be improved by shortening the legs to that of the first engines. Advent - I'm sorry, but it really does look like Aladdin's Lamp or a christmas sleigh. Please remove the jingle bells and add engines! Vasari - Generally OK. The top block part doesn't fit the theme very well and looks like it can press my clothes . Chunking it off and bringin
Running the dev edition gives output to a text file, but I'm only able to get the seconds to start a game or load a saved game rather than after loading. StartGame took 24.10 seconds. - Loading Meshes: 0.27 - Creating Mesh RenderInfo: 6.47 - Loading Textures: 0.00 Am I missing a toggle somewhere for more information?
As a system tweaker, I want to find which toggles let Sins make the best use of the hardware, such as hyperthreading, crossfire, cpu vs ram clocks, etc. To help me with this, I would like a standard test of the performance of the game graphically (large combat, particularly when the Space Onion shield model is triggered with Advent bombers) and computationally (8 players, large fleets, mines up the wazoo). A command-line switch and text file dump would work just fine. Perhap
On low-end systems (eg ATI X1250), there seems to be an high graphical performance hit from shield bubbles. This is a really low priority request, but if it's easy/cheap to do, I would appreciate a .setting file entry to disable shield bubble effects. It's not something most people would do, so there's no need for the effort to code it into the options menus. Like I said, not a big deal, but if it shows up, it'd be nice (:
[quote who="Bravenue" reply="14" id="2072927"]be consistent[/quote] From what you just said, it is indeed consistent. The implementation for ships with addon abilities is to add the button, but for ships that natively have the ability, they just grey it out.
I don't fully understand what you're posting about. If this were a car forum, this would be like saying you were about to insert a crowbar, a jar of peanuts, and some sparkle glue into your engine just to make it break when you start it, and then call up the dealership and say your engine broke.