[quote who="Seleuceia" reply="6" id="3169152"]I prefer a silver butterfly that shoots blue beams and is piloted by a teeny bopper...but hey, to each his own....[/quote] I prefer my corvettes little.... and red. [e digicons]:D[/e] Someone had to do it....
k1DBLITZ
Inform high command, under attack from TROLL$ [e digicons]:troll:[/e] in sector 137, sir!
[quote who="jtillung" reply="7" id="3139524"] This doesn't work for me. Sins just gives a dump and never start...[/quote] What sound card are you using? What operating system are you running? Also, the path in the ALchemy screenshot is relative to my system. You'll need to change it to the correct path on your system.
[quote who="Ronald Wanders" reply="6" id="3139474"] I'm guessing I hear the full brunt of the audio Sins can through at me, but I can't really see a way to test it. [/quote] Yeah, I wish there were a sound.log for this game. If you're up for a little experiment I'd be interested to hear the results. I am assuming you've already changed the line in the rebellion.user.setting from SoundUseHardware FALSE <span
Thanks for the information! I wasn't aware that Xonar essentially has their own version of ALchemy built in to their drivers. Way cool. [e digicons]B)[/e] I would like to point a few things that you may find beneficial. [quote] True hardware accelerated audio doesn't exist for Vista and Windows 7 [/quote] I just wanted to clarify that while MS itself doesn't provide true hardware accelerated audio through DirectSound anymore, OpenAL i
Microsoft removed DirectSound3D from Windows 7 / Vista Are you saying the sound card manufacturer that you're using has created special drivers that automatically translate DirectSoun3D calls to OpenAL calls? Even if it did, I'm a little confused as to how it still works. FMOD will disable DirectSound3D calls if it detects you are running WIndows 7 or Vista, hence why you must configure the .exe for a game to run in WindowsXP compatibility mode. Can y
Thanks! After googling "enabledmods.txt" I was able to find a page that laid out the correct format and now it works.
I didn't play the previous sins games so I may be off base here, but it sounds like the functionality you're describing is already in game. Click drag a selection of ships. The ship that is currently highlighted (you can cycle through with tab) will be the fleet leader once you press shift + f to create the fleet. Any ships in the quadrant will automatically join up with the fleet.
So am I hearing that this mod works for Rebellion? I watched the youtube videos and it was amazing. [e digicons]:inlove:[/e] EDIT: I rummaged through some threads and saw that you had taken flak for keeping this mod going. Thank you for keeping this mod alive. It will now be much easier to convince my friends to get it on the Rebellion action when there is fancy visuals like this.
So..... I couldn't take it anymore and decided to do something about it. In another thread I was directed to this: https://forums.sinsofasolarempire.com/406614/ IskatuMesk has already gone through and remastered several sounds and offers them up for all to use pending credit is referred ba
So... if you're one of the few these days who buy an after market sound card and are running Windows 7 or Vista, here is how you enable hardware accelerated audio in Sins: http://blog.k1dblitz.com/2012/04/sins-rebellion-hardware-accelerated.html
Thanks for the link GoaFan77 ! I listened to the sounds the other fellow had created and they are exactly for what I was looking. Sounds effects with some muscle behind them. Thanks for the information myfist0 . It's disappointing that the sound effects are in mono. I think that is part of the reason they sound so muffled and lifeless to my ears. Also, thanks for the link to the mod resources. I will definitely look into that.
Thanks for the tips!
If I wanted to use some of these laser sounds: http://www.audiosparx.com/sa/display/sounds.cfm/sound_group_iid.959 Would it be as simple as ensuring they are in .ogg format and then replacing the existing file with one of the same name?
[quote who="Grubnessul" reply="8" id="3126745"]Might also be your own Novaliths. Happened to me when I build 10 of them and left them on auto fire while my fleet was out conquering. The Novaliths fired before the planet was conquered, but I colonised it before the missile arrived.[/quote] Ouch. Talk about friendly fire. Someone is getting court marshaled over that one!
[quote who="mcintire" reply="2" id="3126493"] Are the phase lines changing color, then the enemy might be sending you his culture already.[/quote] oooooooooooooooooooooooooh. So that's what it means when the phase lines change color. I had wondered about that. Thanks!
I think that's the point of the pirates, and where diplomacy comes in. I like the idea of the pirates ....It's a way to be aggressive towards an enemy and disavow all knowledge of your actions... kinda like a Black Op.... [e digicons]*_*[/e] Or kinda like in the Romance of the Three kingdoms series where you could send ninjas to attack your friends/enemies. Which brings up a point, where are the space ninjas? [e digicons]:ninja:[/e]
I'm new to Sins, so I can completely identify with the slow pacing - especially when compared with a typical RTS. However, Sins isn't akin to a typical RTS. It's more like Age of Empires.... You have to spend time at the peon levels gathering meat from deer and berries from bushes. It's slow to ramp up, but once you get things in place it's a like a steam roller. You can't truly appreciate this game until you realize the massive scale that
I know this is small on the scale of things, but it really breaks the immersion for me. There are 2 problems with planetary bombardments. The first is that the planet continues to rotate under the explosions/mushroom clouds. Meaning that the explosions/mushrooms clouds remain stationary, kinda floating while the planet continues to rotate. The second problem is there appears to be some texture seams that are exposed during bombardment which cut off the explosion
So, I figure I might as well reply since I just read all these posts. It is possible to address more than 4gb of RAM on a 32-bit OS using some trickery, and MS allowed it for a short while in the consumer space. (they still allow it in the corporate world) However, they quickly removed this feature as a majority of drivers were not written with this "trickery" in mind and caused several crashes/BSOD.
I agree. This is an area the game really needs to shine as you spend a lot of time listening to those sounds and it really adds to the immersion.
I bought the first Sins, but never really played it. At the time there were too many other games holding my attention. Total Annihilation/Supcom has always been my true RTS love, but we all know what happened with Supcom2. With that in mind, I recall a friend referring to Sins as Supcom in space. (which is actually what prompted me to buy the first Sins) Anywho, long story short - There's been somewhat of an RTS drought lately.... and I'm STARVING for some RTS action..