Frankly, the micromanagement side of mines is the part that annoys the heck out of me. If you don't put your Hangars (as Advent) in the advancement lane from the jump path, your mines end up clumping around the planet far from where you need them. And that's just annoying. A better option for most mine deployment systems would be to borrow the previously suggested "fields" idea and place them just as you would an orbital facility. Click the planter, click the "place mines," click the
SquidLord
[quote who="rukiri" reply="5" id="1975013"] I mean, seriously, when Starcraft 2 comes out, who's going to want to play Sins??[/quote] I will, for one, if only because I prefer RTS where you don't have to be a hyperactive 12 year old hopped up on Ritalin and intraveinous meth to play competitively in the bottom rungs of a ladder. I tend to prefer games where micro-managing my thirty-hundred different Terran Marines to get an additional 0.005% dps out at 400 interactions-per-second
You have a week. At the end of this week, you need to be able to juggle bowling pins with your testicles. You spend seven days working on your technique. The pins go under, around, and behind your thighs! You can do forward and reverse cascades! You spin one of the pins around your shaft and pop it up over your head in stacatto rhythm that echoes the beat of "Baby Got Back" while the pins whirl and dance! At the end of the show, seven pins are standing balanced percariously on
Looks like the performance drag of having coloured whispers from AI companions on the screen is back, particularly obvious when it's fading out.
If you run in a window, there's no way to change the resolution/size of that window save editing the user.settings file directly. Annoying, but not a killer.
Hmmm, so it stops [I]all [/I]production [I]immediately [/I]upon the very moment the fleet dupply dips below 0? OK, I'll concurr: that's a bug. :)
[quote]Yep... I have even put maps in the documents sins folder but no luck they do not show up.[/quote] My guess is it's the same as previous patches, it's checking the version line inside the galaxy file and not finding it the same, ignores it. You may be able to just edit it by hand and have it clear up; that's what I've done previously. Haven't tried it with my current maps, though.
My suspicion here is it's because the queued to-build ships are in just that, a queue. You go negative because the [I]next [/I]ship to be built would send it negative, and so it holds until that one can be built. Fixing this is a SMoP (Simple Matter of Programming, heh heh heh) but is going to be more resource intensive. Every cycle they check for build orders, they'll have to recourse down the queue to see if there's anything to be built that [I]could [/I]be built with remaining fleet
[quote]Didn't notice 'Use Team Colors' was checked on in User Interface. Still, unless I'm misunderstanding the wording here, shouldn't having that on use the colors you picked and shutting it off go to some default colors? Seems reversed currently if that's what it's meant to do.But yes, disabling Team Colors puts the ships and structures back into the correctly player-chosen ones.[/quote] Just happened to me, too, and going looking for "Use Team Colors" wasn't the first thing I went
[quote]To my knowledge, XFire hasn’t supported quickjoining any kind of RTS game or creating some kind of network for any kind game.[/quote] It does support quickjoining Call of Duty 4 , though, which is about the only reason I know anything about Xfire operations; without it, trying to play CoD4 with your friends is a painful, agonizing, ridiculous proposition fraught with suffering and emptiness. Did I mention it’s a pain? [quote]̷
Honestly, I’m not sure X-Fire has inbuilt recognition for the Sins multiplayer code, yet. It’ll certainly recognize you’re playing the game but the hooks for pulling the MP IP and such from it are not present, far as I can tell. The best way I’ve discovered to play MP with friends is by using Hamachi , which provides a local-equivalent VPN. It looks like you̵
[quote]not everyone who plays online, does so 24 hours a day. 200 people is not the same 200 that played yesterday. Still more play via lan.[/quote] I know my crew only plays via LAN/Hamachi, not because they don’t want the “real hardcore aethetic,” but because the annoying posturing, “Clan L337,” and other crap is kindly isolated to ICO and we, largely, just want to play together cooperatively and have a good time. Don’t have to deal wit
Though I would love a few more formation options. I rather miss the “extended quad-claw” look of several hundred fighters rolling around, ready to collapse on a target in a furball of evil. (Strikecraft really do need to be considered part of the fleet for operational purposes on many occasions; as is, they require babysitting or they are less than effective. Matching each fighter squad up with a bomber squad as a first cut to maneuver together, then putting extra
[quote]I hope the campain has a “begginer” campain, or perhaps a “tutorial campain”. I got a couple friends interested in looking at this game, but since it was one of thems very first RTS”ish” game, he was really thrown into the frying pan trying to learn the game from a skirmish, without the usual gradual learning curve most campains include.[/quote] To be generous, most campeigns are crap, in the Sturgeon’s Law sense and beyond. The best
[quote]For those of you interested in how deadly coilguns/mass drivers would be in actual space combat, check out www.adastragames.com.Specifically, Attack Vector.Nasty is…an understatement.[/quote] Whoot, I’m not the only Attack Vector player on Earth! I feel so relieved … since I actually pre-ordered it before release and lovingly drooled over it in all the time since … I just can’t find anyone else nearby save at the very rare
[quote]Well thats a pretty stupid idea if you ask me.[/quote] It’s done blowed up. You can’t just transfer a crew onto a rock and have them go “hi ho” all day, can you? (Probably have to wait until we get a constructor ship that can build things away from an inhabited gravity well before you can reconquista those things.)
Essentially, the initial state of war between factions in the game is a case of contextualization. There would be no game situation if things hadn’t broken down to a state of mutual hostility between all at the table. That’s the context; talks have failed and war is onrushing. Thus, you’re given one planet, minimal resources for the area and told “Go save the bacon, young man/woman/reptile-thing!” Frankly, you might as well ask why you only star
[quote]All level 10 battle ships are the same after all.[/quote] If there was anything I wish would make it in down the road a bit, and regular readers know I’m not terribly demanding, having cap ships actually change appearance during an upgrade based on which major powers they have selected would be one of the things I wanted. Yes, every Level 10 cap is the same as every other of that model, but along the way they grow in different directions. Give me a few more em
[quote]BEHOLD MY CREATIONSBEHOLD MY CREATIONSBEHOLD MY CREATIONS…[/quote] From my heart and from my hand, why don’t people understand my creations? It’s alive! It’s alive! Man, there are just too many kids playing video games these days; nuanced, multi-level movie references go wasted. I’ll go take my grognardy old-man hat and sit on the front porch now while I yell at them to get off my lawn.
[quote]Hey, i’m still playng Battle at Procyon and i finally found another player,this is a really great game and i want to make a Sins mod using the ship models of this gamesoAny idea on how to export this models?Is there anyone for a multiplayer in Battle at ProcyonP.S.This great game is the work of the creators of Homeworld Cataclism[/quote] I’m not sure it’s possible to actually export the models from Procyon , which is mildly sad because
There’s an option in your key bindings unset by default, if I remember correctly, that causes the cursor to move up or down while it’s held during a move command, much like Homeworld did. That said, there’s not much overt call for it since ships self-target neatly around the well, but it’s in there.
[quote]Is this the next generation of 4xRTSim?I hate to think how you keep your ships "socially" active...[/quote] I generally go about it by plunging them into and out of Black Holes until they're coated with the sticky remnants of pre-stars, but others simply have them fleet-up and hang around the sun all day doing nothing but exchanging strikecraft.
[quote]… and all of them have the same principles and Ideas. How else would you create a RTS?[/quote] Actually, there are other ways, but none of them have been particularly commercially successful. Perimeter , for example, is pretty much the icon for “No, really, you can do it differently!” RTS design, but there have certainly been other entries like <a href="http://www.majestyquest.co
[quote]I have an 8800 and a core 2 duo with 4 gigs ram.Why no dynamic shadows, per pixel lighting, and hdr?[/quote] And a pony! I bet you want a pony, too, right? No, wait, there are ponies. You must want a monkey. A big ol’ space monkey that goes ook ook ook as it flails around in the dimensionless vastness of … You don’t want a monkey? What do you want? I mean, other than “features” (and it pains me to call them that, c
There are times I’m tempted to go digging into my old bag of tricks and put together some kind of Bayesian classification system to pre-sort postings to web forums into “worthwhile” or “not” groups for me (which is one of the reasons I really prefer email as a technology for such environs since I have controll over the environment and can do such things near-trivially, but I digress). Community management is a hard problem. It’s never been