XATHOS

XATHOS

Joined Last seen Member # 206277
1 Posts 64 Replies 11,540 Reputation

http://www.mediafire.com/download.php?qqxflc5q7ks72tf This is just intended to save time. Harpo usually uploads these (and he get's the credit since we usually use his tools), but I know some people can't wait. I was online when the patch went out, and I'm updating my mod so I can continue tinkering. No reason not to share. Changes: [quote] <p style="text-ali

5 Replies 39,299 Views

[quote who="Sinperium" reply="1357" id="3213749"] Pretty much like all of these concept Xathos. I especially like trade ports growing into population centers. Along these lines something I haven't had a lot of time to work on but I am working on a not-on-page factory that spawns from a combat lab. It produces specialty ships that look like refinery, tradeships and module constructors but are actually decoy and surprise garrison/spy ships. I

2,761 Replies 7,652,493 Views

[quote who="ARESIV" reply="44" id="3212599"] Actually that is not true. I participated in the BETA for Sup Com 1. They demanded a dual core system back then. The issue with Sup Com 1 is that it was their first multi core game... and that the main engine (that needs it most) doesnt scale well... on the additional core. So most of the speed increase comes from the music and some background threads running on the second core. Sup Com

63 Replies 140,464 Views

I usually play on 10x10 maps on SupCom. Sometimes 20x20. Oh,a and the game was developed the same kind as Sins was. It has no support for more than one core. There are only tools to aid in the thread processing.

63 Replies 140,464 Views

[quote] Exxagerating about 2 million units doesnt mean its actually bullshit.[/quote] Actually, it is. Don't make claims for a game engine that isn't true As I said before, both suffer the same ambition problem. Both games imply that you can wage large scale war across the whole of the map, while in actuality, you can't. Granted, I've found fixes to both SupComs and Sins, and I'm fine with it, but too many people will just bitch and

63 Replies 140,464 Views

All their maps are basically all the same size, but claiming it can support 2 million units on the screen without lag is very far fetched. I've been in several games where it's lagged by mid game and far from anything even a fraction of 1% close to that number. At least with the original supcom, I have more control over things.

63 Replies 140,464 Views

[quote who="harpo99999" reply="14" id="3210772"]yarlen, is there any chance of adding this to the base game? harpo [/quote] I was gonna say, he was lookin' to gank it, hence the comment.

70 Replies 232,497 Views

Another star trek mod? We already have like 2 star wars based ones, what's another? BTW, how is that shader different than this one: https://forums.sinsofasolarempire.com/428554

70 Replies 232,497 Views

I'm seeing what I can do to get more functionality out of structures through the next week. 1. Overhauling trade ports into orbiting space colonies. If I can make it more complex than simply granting a population ability to trade ports, it'd be nice. Not sure how I'll do this with the advent. 2. I want to do something with labs. Maybe grant civilian labs a boosting element to the planet it orbits and granting military labs a boos

2,761 Replies 7,652,493 Views

[quote who="psychoak" reply="12" id="3206860"] You must have at least 3 strikecraft in a squadron. Eh? There's a whole bunch of 1's and 2's in SOA2, what kind of problem have I missed?[/quote] I've had it at 3 for a good while in my mod. The icon even shows 3 as the squad breakup.

18 Replies 7,513 Views

[quote who="Lavo_2" reply="9" id="3207125"] If the 7DS races were split off into stackable mini-mods they probably wouldn't have a problem.[/quote] Sounds like work for the deadman. [e digicons]:digichet:[/e] [quote who="ZombiesRus5"] Did you miss my post? He made it a real link... Here's a prettier link. Zombie's List of Mods good enough to EAT!!! [/quote] [e digicons]o_O[/e]

9 Replies 5,776 Views

This is a single thread, 32-bit program. CPU power means more than GPU for this program. Hell, a high end dual core will do better than a standard six core regarding this game. It's about speed per core, not number of cores. Sure, a better graphics card can help, but that's not the focus. It's a battle of balancing out game memory usage vs. gameplay. Besides, you won't notice most of the tiny details, you'll be zoomed out for most of the

1,681 Replies 4,229,918 Views

[quote who="psychoak" reply="3" id="3207030"]https://forums.sinsofasolarempire.com/423212 There aren't any multiplayer only mods as far as I know. The Dawn of Victory mod will be, but those yahoos haven't gotten around to a release yet. [/quote] Did you miss my post? [e digicons]-_-[/e]

9 Replies 5,776 Views

[quote who="chilly06" reply="1288" id="3207009"] I have two 2GB AMD RADEON™ HD6950 in crossfire. Look forward to the move and will let you know hopefully tonight if I continue the game in low graphics[/quote] I would suggest using a variation of these settings (yes, it's for Rebellion, but 95% of it is the same): http://clo

1,681 Replies 4,229,918 Views

You can play any for any mode. None are exclusive to any particular one. Regarding modding AI in general, there isn't not stand-alone mod for that. It's moreso optimizations done within the mod to utilize all components. Probable the most widely used one would be Distant Stars. If you want additional races, play Sins of the Fallen and Maelstrom (this one has a powergap between new and old ones). There are themed ones, too. Reg

9 Replies 5,776 Views

[quote quoting="post"] Hey Guys and Girls, just wondering what the hell a cd-key is [/quote] Really? Have you never played a computer game in your life?

4 Replies 3,889 Views