Either you've set a rally point or they could be auto-attacking something inconspicuous like trade/refinery ships. Move your mouse pointer over one of the ships to find out what order it is executing.
NewHorizons
Sinclair ZX Spectrum with a staggering 48k of RAM, back in 1982 IIRC. Like Quicksilver007 's ZX80, you plugged it into the back of your TV and storage was an audio cassette. Also had the Sinclair printer which used rolls of metallized paper - an electric spark zapped the coating to leave a black 'pixel'. Print head was a metal stylus mounted
Currently having a bash at writing a shell script to check for some of these errors. First stage reads the list of entity files from entity.manifest, then checks that the string IDs in each entity file in String/English.str exist. There's quite a few missing in the Rebellion v1.03 ref files:- [quote] IDS_FRIGATE_TURRETCOMBAT_COUNTERDESC from GameInfo/FrigateCombatTurret.entity is not defined IDS_FRIGATE_PIRATEANTIFIGHTER_DESCRIPTION from GameInfo
galaxy.manifest is out by one, fileCount=53, should be 54, all the others appear OK.
[quote who="TobiWahn_Kenobi" reply="3230" id="3192255"]Thanks, added[/quote] [e digicons]:grin:[/e] I was thinking of using G'Kar's "matter, energy & enlightened self interest" phrase into a trade alliance offer, but couldn't find any IDS_TAUNT... strings for the Narn, shame those string IDs are hardwired. It appears that the hull points bonus of the EA's Trade Pact only applies to frigates/cruisers and not capital ships, is that intentional? If yo
Some more Minbari diplomacy strings to replace the Advent ones. IDS_TAUNT_PSI_AllianceAcceptCeaseFire:- [quote] --- > Value "You speak like a Minbari. Perhaps there is some small wisdom in letting your species survive."[/quote] IDS_TAUNT_PSI_AllianceOfferPeaceTreaty:- [quote] < Value
It's an old (bad) habit I adopted when first learning the game over a year ago, as a noob I found the extra messages distracting while still trying to learn the game. As I'm a bit more proficient now, it's probably about time I adapted my tactics and started to use these techs. There was a couple of occasions, during that game, where I did spot large incoming fleets and was able to intercept them.
D'oh! [e digicons]X|[/e] That probably was it! Cheers Sinperium. IIRC the tech is a requirement for one of the Advent heroes. I got into the habit of not researching it because of the lots of alerts it produces, eg AI sending one or two LFs/minelayers ** NewHorizons crawls back into his hole **
During the last game I was able to see hostile ships moving down some (but not all) phase lanes. I was playing as Advent, and had researched "Eyes of the Converted", but the phase lines were under the influence of hostile culture. I had Revelations, but they were not using Clairvoyance. I was even able to see ships jumping between phase stabilizers - Vasari opponent. In both cases I shouldn't have been able to see what my enemy was up to. Not sure i
[quote who="Rebell44" reply="37" id="3191542"]As long as your login is saved in Steam client, you can open Steam in offline mode.[/quote] I'm afraid I have to disagree here. I, and others it seems, can only go offline when connected - even with credentials cached locally on the client. If your connection goes down while Steam is in online mode you're stuck - not good!
[quote who="JJBuck2" reply="346" id="3190576"]How do the capturable fortress constructors work?[/quote] Any race/faction can capture the constructor with a colony frigate, but to unlock "Deploy Fortress" they need to discover an artifact, IIRC "Impenetrable Fortress" which also seriously improves all the normal starbases. I made the same (incorrect) assumption myself a few weeks ago.
A couple of oddities with the Diplomacy version of E4X:- 1) Hero units consume a cap ship command point, but are not limited by it. If all cap ship crews have been allocated and you then research a tech that's a pre-requisite for a hero it will spawn resulting in a cap ship crew count of -1. In theory you could cheat the limit by max'ing out your cap ship limit and then do research for heroes (16 caps + 3 heroes) 2) Constructor ships attempt to deconstruct an e
IIRC: one optimization TSOP did was fixing non-existent file name references. One give away of these are absolute path names of the form C:/path/name/file.ext , instead of a filename relative to the game (or mod) directory. Using CygWin 's egrep to find drive letters in the Rebellion reference files reveals 3837 of them in the Particle directory, for comparison Diplomacy 1.34 has 22, again all in the Particle directory. [quote] C
Looks like it's also used by Marza and the Vasari Jarrasul, the latter over time instead of instant: [quote] $ fgrep DoDamageToPlanet *.entity BuffCannonShellTech.entity: buffInstantActionType "DoDamageToPlanet" BuffRazePlanetTarget.entity: buffInstantActionType "DoDamageToPlanet" BuffResourceDrainActivated.entity: buffOverTimeActionType "DoDamageToPlanet" [/quote]
Some more Centauri cap ship names, taken from Londo's list of gods, shortly before he passed out during the feast in Parliament of Dreams :- [quote] > StringInfo > ID "IDS_CAPITALSHIPNAME_CENTAURI05" > Value "Benzen" > StringInfo > ID "IDS_CAPITALSHIPNAME_CENTAURI06" > Value "Li"<
Cheers Darvroth. [e digicons]:grin:[/e] I can confirm that the Ka'Bin'Tak is also affected by multiple beams from a weapon hard point. Edit: Would it be worth using the Bin'Tak's mesh/texture for the Ka'BinTak? It's currently using G'Quan's mesh/texture.
Reminds of me (a bit) of when my Aussie neighbour first encountered a nettle:- [quote]All we after worry about down under are snakes, scorpions & spiders - here the b*&$#y plants sting you![/quote] Getting back on topic, I wonder if silencedhawk has actually hit on something :- if you want to concentrate on modding, move to Blighty - the weather is so
The overhead & complexity trying to do IPC (Inter Process Communication) for Sins would be horrific. By comparison porting to x86-64 is fairly straight-forward, even multi-threading would probably be easier.
[quote who="silencedhawk" reply="15" id="3186696"]Some of us live in the UK....[/quote] Ditto [quote who="silencedhawk" reply="15" id="3186696"]I hear stories about blue sky and this Magical thing called..... the sun[/quote] Nope, don't believe it - it's a myth I say ;-)
[quote who="ARESIV" reply="43" id="3186725"]there is no point or advantage in running 64 bit. [/quote] Not entirely true, compilers can generate more efficient code when using the x86-64 instruction set.
I've never been able to get Steam to go into off-line mode when, errm, off-line. Even tried the trick of removing the blob data and that didn't help. Now I always run Steam in off-line mode, and only enable on-line mode when checking for something new.
[quote who="kryo" reply="39" id="3185944"]It was tested and deemed to add too much instability.[/quote] Ahh well, it was worth a shot - seemed a solution that might have satisfied a few on the forum without too many adverse side effects. As harpo99999 points out, you would need one hell of a fast (single) core to cope with the larger numbers of objects that can be stored in the increased address space.
G'Quan, Bin'Tak & G'Vrahn all have multiple bombardment beams - G'Vrahn in particular can have upto 3 beams from one weapon point. Same probably also applies to the Ka'Bin'Tak - although I've not actually built one yet. As all these ships appear to have 2 siege weapon points then bombEffectCount should probably be set accordingly. Also, the large value of bombEffectAngleVariance (15) can cause the beams to fire in quite different directi
I locally changed CapitalShip_EA_HYPERION.entity to set bombEffectCount to 1 and indeed it does look more B5 like. Searching through the other entity files shows that CapitalShip_EA_MARATHON.entity, CapitalShip_EA_VICTORY.entity and many of the Minbari war cruisers have multiple beam based siege weapons. The Marathon does look odd, but not the others which may due to a shorter beam duration, bombTransitTime of 18 vs 2. I suspect that if bombTransitTime * bombEffectCoun
Minimising the amount of resources required is often the best approach to these kinds of problems. In addition to reducing memory requirements, such optimizations usually also improve performance - TSOP proved this to such an extent that many of its changes were incorporated in to Diplomacy itself. It is these kinds of refinements that make Sins playable on older hardware, a consideration that you don't often see in today's gaming market. However, from reading