AKenny47

AKenny47

Joined Member # 5649333
1 Posts 59 Replies 258 Reputation

Any idea how the "Industrial Experts" ability on the capital/titan factories could be set to autocast on a planet more than once? As it is, the aiUseTime and aiUseTargetCondition set to "anytime" and "any", means that having more than one of any of the factories doesn't stack the build time reduction buff. At least, not without manual input...

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[quote who="GoaFan77" reply="424" id="3627152"] I am eagerly looking forward to more Mon Calamari ships in the style of his liberty. [/quote]Who was it that did the textures of the MC80 Star Cruiser? Its surface looks a lot different to the others, and imo looks slightly more detailed and 'polished'. As for why I prefer the old models...I can't really point out many specifics. I think whoever did the previous models nailed the texture on the

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I actually prefer the older ones... [e digicons]:([/e] Maybe have the new model for either one of the enforcer or vindicator class, and keep the older model on the other for greater Imperial faction diversity...? The complete loss of the current immobilizer model makes me sad :'( Tell Max to stop traumatizing me with these new models, and instead update the unfinished textures on the Bellator and MC80A!

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[quote who="GoaFan77" reply="419" id="3625374"] Planets and ships are sadly not to scale at all in Sins. [/quote]Oh I know, but I still think these structures should be downsized within the admittedly wacky sins scaling. The thing that I find most annoying is actually the fact that the centrepoint station so often spawns right next to the planet and clips with it, often ending up halfway inside the planet if it were to start rotating to fire. I'm failing miserably in trying to u

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While you're changing meshes, do you think the starforge and (especially) the centrepoint station meshes should be reduced? I think they do; they are obscenely large in comparison to any planet. Also, I only just realised that you have reduced the mesh size of corvettes in E4X, but not their shield meshes. I know it's only a minor visual problem, but I think that the large fitted shield bubble looks a wee bit silly and could do with the adjustment.

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YAAAAAAAAAAASSSSSSSSSSSHHHHHHHHH!!11!!1!!!!!!!!!!!!!!!!!!!1!!! *Ahem* Due to all of the other things that I have previously wanted to ask/annoy you about, I didn't really let on how much I thought you were mistaken in sacrificing RAM in order to render the shields 'invisible' in Interregnum. You know better than I do that shields are referred to one way or the other in the original trilogy, through ship design and certain dialogue, and

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[quote who="GoaFan77" reply="412" id="3624141"] We're working on it. [/quote]Nice. ...Not sure why the last time I posted it gave my actual name over my username; I signed in with the exact same name & pw as usual. And this ghost account was made in 2010, apparently...and I got this game summer 2011! SP00KY

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This only happened to me once, but it was definitely at a colonisable planet. There were also a handful of Pirate ships in the gravity well. It was basically a 'neutral' pirate colony, which I assumed was a new E4X encounter at the time. It happened on a random map, and judging by how I almost always play on random maps, and how it has happened to me only once, it oughtn't cause too much alarm. But yeah, if this is an unintentional occurrence, then it is a weird one...

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[quote who="GoaFan77" reply="400" id="3616286"] You should still be able to build your own starbases in such uncolonizeable planets however. [/quote]You can. However I recall encountering a specific neutral colony type that had one of your starbase tradeports orbiting that prevented you from building your own starbase at the planet. It wasn't a problem in my game, because one of the first edits I ever made was allowing structures like this be scuttled once you take t

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Very nice. Can't wait for the fully functioning New Republic faction to be released [e digicons]:D[/e] I have since tested the difference made by adding "COLONY" to the VSD I's ship role, and I believe it is worth adding; it pretty much never ignored uncolonised planets that it was orbiting, whereas it did before I added it. I didn't notice any new problems with its siege behaviour after adding the colony role, but I never really went looking tbh.

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Fair enough. I keep forgetting about the sort of purgatory you're in with the different versions of the game that people have right now [e digicons]|-)[/e] In any case, I finally figured out what I was missing to restore the old skyboxes. Something I just noticed btw: On top of the AI being a little bit slow at using the Imperial's disposable colony frigate (as in they usually don't replace them frequently enough), it seems their VSD I d

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When are you going to release the new minimods? I'm waiting for the one you mentioned that will restore the omitted skyboxes from the lastest version of E4X, because I cannot seem to figure out how to restore them myself. Copying and pasting meshes and altering the skybox.manifest doesn't seem to work for me

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My original 2008 copy of SoaSE has gone walkabout, so I cannot check this for myself right now. My question is this: Were the original TEC weapon fire sound effects not much...'beefier' than they are now in Rebellion? At first I wondered if they had changed at all, but I'm fairly certain now that they messed around with them in the Rebellion expansion. Particularly in the case of their autocannons, it only just occurred to me that I remember the TEC heavy cruiser h

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A Sins 2, or at least a rebuilding of the Sins engine for 64bit seems like a no-brainer to me. Interest in the game is still strong after all these years, and so developing a new one would be pretty low-risk. I think the IP is pretty unique and attracts a wide audience because of it, including the recently invigorated Homeworld community. There are also pretty much no direct competitors for a E4X/RTS game, especially not one in space. Also the potential for expansion and impro

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[quote who="GoaFan77" reply="388" id="3613662"] The CEO of Stardock posted in a random thread on the Rebellion Steam forums that a sequel was in the works, but it would be some time yet. [/quote]Woah, what? Can you link it? That's an outrageous bombshell for a CEO to just drop casually and to have never heard anything up until now. [quote who="GoaFan77" reply="388" id="3613662"] If you check this thread out and don't mind making a moddb account, you might get ac

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[quote who="GoaFan77" reply="386" id="3613224"] Unofficially it sounds like they are taking the route of making Sins 2, rather than reworking the game with a better engine. Which is what they always said they would do anyways. [/quote]Oh really? Where and when did they indicate that that was their future intention? While the community would likely be more than happy with a remastered Sins, a true sequel would be a very interesting development. &nbs

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I was playing on the new territories map as the Galactic Empire vs Advent and Alliance, and a planet I owned nearest the star was randomly attacked by a bloody lone Visari loyalist titan that hyperspaced from the star. Was this a random event added by your mods, or is it map-specific? Congrats in either case; it caught me with my pants very much down... [e digicons]:blush:[/e] Random attacks like that should be expanded upon I think, especially the Visari loyalist faction, wh

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[quote who="mikefacciola" reply="383" id="3612797"] I would pay for Sins of a solar empire rebellion remastered 40 bucks. Same everything except 64 multi thread no ram limit. [/quote]Same here. I would also appreciate an AI that isn't locked away in .exe or .dll files (or wherever it is), but I could certainly live without it in favour of a rebuilt 64bit game engine that this sprawling game desperately needs. This a a game that, in its most basic vanilla form is ne

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[quote who="Ryat" reply="380" id="3612526"] Actually its more due to the game engine. Its only a 32 bit system so you can only use 2 GB of RAM. LAA helps a little but RAM usage is still an issue with mods. [/quote]Indeed, but adjustments within the mod that cut down on RAM usage should still surely improve performance somewhat?

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[quote who="GoaFan77" reply="378" id="3611918"] To save RAM, we'd use a sphere around the ship more like Sins shields are. [/quote]Please do; I'm having problems keeping the game stable once fleet caps start to get maxed out. Massive stutters and freezing abound for me unfortunately :'( I would assume it's indeed a RAM issue, because one would assume my gtx 765m is more than capable of running a smooth, medium-sized game.

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[quote who="GoaFan77" reply="369" id="3610633"] Huh, no we actually wanted Star Wars ships to just take the hits since you never really see ship shields in the movies. However we are reconsidering this because it actually takes a fair amount of memory to do things the way they're being done now. [/quote]Yeah I guessed that that would probably be the reason, and that's fine. Personally, I just feel that the Star Wars ships appear unfinished in a SoaSE setting without visible

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Are you planning on adding in shield effects on your ships in future updates? I enabled "render shield" and there was a fairly cool blue ripple effect on the ship, but because the feature is disabled by default I'm guessing that you're not planning on using the effect, at least not in its current form? The addition of the mandalorians is a nice surprise btw. Obligatory "perfect chance to inexplicably add in the CIS munificent and recusant cruisers"

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