In all honesty, it really isn't THAT much of a credit boost when put in perspective of other games i've played, but it was significant enough to finally help me get my stuff on track. I suppose i'm not particularly used to the way the mod plays yet. It was a serious, serious struggle to actually get to the point i was at before i could finally take the oceanic planet in the first place, mostly because i like to research and i couldn't research much because i had to build and f
NHD-151
Is the Oceanic Shipyard Planet supposed to be able to be turned into a fortress? 128 logistics slots and 64 (i think) tactical slots? i had 4 planets before i was able to rout the many militia ships there, making this my 5th, and as i kept upping the logistics capacity to see what i could put there, i ended up with 5x my frigate production and 2x my capital production, moved all 16 research stations there, and still had room for a culture station and 9 (yes 9) trade ports. I haven't even
32-bit games are still rampant throughout the gaming industry, mostly because the switch to 64-bit OS's hasn't been major as of yet. As far as Multi-core support, the Ironclad team doesn't have the experience with multi-core support, which is an incredibly tedious task to learn and test to get it right, or else there would be desyncs all over the place. If they were to try even just for multi-core support, it would take the better part of a year if all of them were focused on it.<
LAA Doesn't help anymore, if it did before now. The issue now is processing power, so if you can find a way to make your processor more powerful then you'd be good. I only know of overclocking, which is dangerous unless you have good cooling methods, and getting a new processor with a higher GHz per core than what you have now (seeing as how Sins only uses one core, getting more cores wouldn't help.)
Stress, just a question on the ship lineups, have you already made decisions on the possibilities of Titan ships when rebellion comes, or have you not yet decided about a rebellion port?
[quote who="Major Stress" reply="25" id="3047586"] Expand, and Exterminate are way too easy right now. So we wont go into detail about that. The focus should be imo on exploration, and exploitation. I definitely see potential here.[/quote] As far as making expanding more difficult, you could maybe up the prices on colony ships or planet upgrades or make more planet upgrades that fix detrimental aspects of colonization (such as the initial one-two d
Merry Christmas (or Happy Holidays) SoA2 Modding team and all those involved! Thanks for all of your hard work and dedication, it certainly shines through in this mod.
I think there's a vasari ship ability that can detect incoming ships, so maybe make a research that unlocks the building you're talking about and give that building the ability? If you wanted phase jump detection to be limited to the structures, i'd remove the standard research for detection.
Draakjacht, i too have the standard Diplomacy fanfare to greet me on the main menu, and i have it all unpacked correctly. There's also a *slight* issue with a map (maybe?). It's the large scenario map with 8 players called "Balanced Resources." In the area i started in there was a deep space sector just behind my home planet, which was home to what seemed to be the only pirate base on the map. Just saying that it was rather frustrating to have every pirate raid m
Norbert, i love the Laser mod. TEC starbase + Pirates = Pink Floyd. I think this could definitely be worth looking into some more (hint hint).
Huzzah!! Did the custom planet icons happen to make it in, or are those on hold until ALL of the icons are creatively replaced? That's one visual flair i'm anxious to see.
The top pic is probably more of the new capital ship for the Vasari. Looks scary to me, can't wait to blow it up! Mid i'm gonna guess is a Vas titan, and the bottom an Advent, and i'm judging that by the color of the text rather than the look. The Mid pic looks very much vasari, but the bottom one i can't entirely tell whether it's one or the other except for the text. They all look awesome though. Wonder what they cost, and how much pain it
[quote who="ZombiesRus5" reply="250" id="3015878"] Make sure you play with the ship mesh highlight filter on if you want more color. I make use of this feature to add lighting and leave the green channel in the data map for specific lighting areas like windows. It will be even more noticeable with the Cylons if you leave the mesh highlight filter off as you'll get a more gray looking ship than the lighter shade you are expecting. [/quote]
I think it looks amazing! In one way i think i like this brightness of the cylon ships much better than a darkened color for them because it sets them apart from the Colonials, and i'd rather not have all sides be so dark-colored and boring. That's not to say that the colonials look boring, as their ships are amazing and i wish i had a few of them.
I honestly like the plain white for the basestars, and if they stayed white then teh boomer would look quite out of place. The darkened skin doesn't look too bad though.
[quote who="ZombiesRus5" reply="195" id="3013776"] Quoting NHD-151, reply 194Oh god... i see that now... i just jumped into one of their planets... they're everywhere... and they're ALL LEVEL 10... The AI loves to build Plague capital ships for some reason. And their frigate fleets are crazy strong. Hopefully some of the nerfs I put in the last build will make them more beatable end game. BTW what difficulty where they?[/quote] Only on Har
[quote who="ZombiesRus5" reply="193" id="3013766"] Sounds fun... I did nerf the plague frigates some with R5.1 to help a little as they were a tad over the top. I decided not to mess with the colonials yet. [/quote] Oh god... i see that now... i just jumped into one of their planets... they're everywhere... and they're ALL LEVEL 10... lost 8 capital battlestas at level 5... and 45 asgard battlestars... only took out one of their cap
Hey zombie, great job on the mod. I only just downloaded it yesterday (moments before you uploaded the R5.1, ARGH) and am currently in a battle on a medium-large random map with me as colonials, and three AI as Plague, Rogue, and Nephilim. Colonials seem to be able to hold their ground well and dish out some serious punishment once they get going. Though the plague has wiped out the Nephilim without much if any of my help, and took out most of the Rogue while i battled with them... Th
Amazing... The models you've made are simply mind-bogglingly creative for being organic (an incredibly tough thing to create) and the textures just bring them over the top. I simply cannot wait much longer to play this!
For some reason i'm so much more excited about the CPU optimizations, but that's saying something because the rest of it just sounds amazing. Can't wait to hear more about everything!
I didn't mean for the symbols to float in the areas you just specified, more inside those areas where the whole of the Planet Icon would be located, but i can definitely see now what you mean by them being easy to miss by the player, as that would probably significantly decrease the size of the main icon. Ah well, I tried =P Keep up the good work, I can't wait to play with Flagships and these icons. Are there any current plans to do the same Icon overhaul to ships and
Those look amazing, Draakjacht. I'd LOVE to see those in-game. It'd make the Distant Stars mod feel alot more like an actually separate mod to me, rather than only seeming to have enhanced ships. I'd play it more often than i already do (which is a bit). As for size, what about having small lines just outside of the icon to denote what size it is? For instance, a single line above the icon (pointing directly north) would be the smallest size, then one north
Those look awesome, and i greatly welcome those changes as i don't particularly care for the current vanilla icons. I like the intensity of the triangle and diamond shaped icons much better than the circle icons. Other than that, they all look great. As for colors and shapes for specificity, i like what you have with the Triangles for hazardous types, possibly have them go from there down depending on how harsh the terrain is? Such as circles for calmer terrain (terr
[quote who="kirbster329" reply="1437" id="2994255"]Man, the Jupiter Class Battlestar is crazy expensive!? Why not reduce the number of researches? [/quote] That one ship alone can take out a fleet, it reaches level 10 in maybe two large battles so then it's pegasus-class making ability gives it reinforcements it doesnt even need (and can bring a person over the population cap making a literally endless supply of ships) and is quite possibly an unstoppable force if
Got a bug for you, Goa. I'm currently playing as the Alliance, have just a few planets but full tech availability. I have trade ports, so i have the trade port research, however i cannot get the trade upgrade for my starbases because i don't, allegedly, have the research. But i do have the research, and when i try to click it anyway to see if it needs a different research, none of them do that little blue aura glowy thing. Other than that, havi