[quote who="joasoze" reply="6" id="3231022"] My wife is in Tallin. I demand patch now [/quote] I hear you, my girlfriend is in Shijiazhuang. Need patch to keep busy!
Baleurion
A good game hidden behind a thick muddy veil of bugs and 1991 style control conventions.
Amazing to see it updated, i'm so happy after the disappointment that was Legends of Pegasus. I still wish for a miracle patch by Ironclad to solve all these out of memory minidumps once and for all.
Blablabla Steam is a great app. I've never had a single issue with it, except the first year it was launched lol. All games work great, no issues with disconnects. No issues with downloads. No issues with anything. If any game ever borks up, it is because the game itself was a buggy piece of shit (cough Sots2 cough). In fact I've had MORE problems in the past pre-digital era with cd's and dvd's failing to read properly in my cd/dvd drive, or DMR (that wa
Oh god this has to be updated for Rebellion :(
yeah lol, i cant even see what most frigates shoot at, revamped or not.
This forum layout ruins this thread, sigh. Awesome screens, when you middle-mouse click and drag side to side to piece it together in your brain. Seriously Ironclad, isn't it about time we use more than a forum layout optimized for 800x640? (or whatever it is) So narrow.....
Of course i zoom! The game would be impossible without it, haha :) Rotation is not zoom ;) I did find it. In rebellion.camera.setting in C:\Users\Baleur\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting baseRotationSpeed 0.000000 maxRotationSpeed 0.000000
Can't wait for this to be made compatible with Rebellion. Seeing as how the particles in this mod still are far superior to anything the devs have made (even with their 'revamps'), and how they still barely bothered to add new planet types or traits, i really feel like i'm playing a gimped game until this mod is back in my filthy slimy paws [e digicons] Why don't we pay you guys instead? Why isn't this polished up and made into an official expansion
I agree. I would have paid for the Distant Stars mod. In fact i would have paid twice for that what i paid for this. And then you see that in this expansion, they still barely bothered adding any new planettypes or planet traits. Wow, a dwarf planet. Thanks. Not to mention that the bailknight's particle mod still is far superior to Rebellion's "revamped amazing next gen particle effects". I can't even see what my ships are shooting at unless i'm zoomed so far
Unfortunately there is no such hotkey anywhere, not to spinning the camera, nor to reset the angle.
Really should have made this thread when the first Sins was released as it has always bugged me. I much prefer a rather static view throughout the course of the entire game, and having right click to rotate the camera always causes me to accidentally mess up the camera angle occasionally when right clicking to enable auto-explore on scouts and other stuff. Is there any .ini file somewhere to edit so i can delete this "hotkey", or perhaps even remove camera rotating alltogether? <
First off, I despise Gamestop for their practices in their physical stores, let's not go into it deeper, just saying that it depends alot on how they used to treat the publishers and devs, issuing embargoes and other nonsense that delayed releases on digital media or even raised the price due to Gamestop forcing publishers to give them the better deal so they could stay competitive. So you can understand that i do not ever want to give a single penny to them, right? Now, I do
Now I don't know much about coding, but I do know that even Rome Total War several years and years ago, with thousands of units on screen at once, could pull it off. So I'm sure Elemental could pull it off as well. Long story short, desynchronized animations. Meaning that when units move, or even just do their idle-animation, they are slightly desynced to not look like identical robots moving in perfect harmony. It looks incredibly artificial to see soldiers in
[quote who="KillzEmAllGod" reply="22" id="3078892"]one of the soundtracks reminds me of GalCiv2.[/quote] The entire UI reminds me of GalCiv2.. Good UI no doubt, just wish it did not remind me of space. One more week til the update? Means one week to finish my Civ4BTS-BATmod Aztec game [e digicons]O:)[/e]
[quote who="Barrynor" reply="3" id="3078515"] - Once you are dedicated to kill something, KILL IT! Currently the AI switches targets, especially against superior numbers, and attacks all of em a bit. If its dead, its not doing damage anymore. He who slaps the most wins... dead things dont slap. A unit with 1 HP leftover is still 100% more effective than a unit with 0 HP. [/quote] I wish this was true about, idk, EVERY game i've ever played.. The AI
There's no need to play the Be-Different-From-Civ game when it actually hurts gameplay and UI friendliness.. A simple popup "City has finished xxxxx, what do you want to build now?" is an absolute neccessity in 4x games. This makes me think of Galciv though, where the notifications to the right of the screen are far easier to spot.. Perhaps because they are at the bottom right above the minimap? Yeah, LOL... I think that's it actually! Move
[quote who="StevenAus" reply="25" id="3077724"]There need to be some relatively common events, that effect single cities, and more rare, but still relatively more common than current world events, world events. I think there is either a bug with World Events or that they are just too rare still. I don't know of anyone who has played the beta who has reported getting a single World Event, and how many beta testers are there now? How many thousands? I think that tell
Is this intended? I somewhat like using the proportional unit scale on the campaign map as it looks a bit more, proportional.. But when a battle occurs, the units are still equally scaled down, while the environment, trees etc, are obviously scaled up! The first genuine feel i had was that my troops actually shrunk even more as i entered a battle, now resembling midgets! Seperate settings for the unit scale, or having them scale 1 step up in battles would feel like it makes
While we all agree the animation speeds in battles in Elemental WoM were abysmally slow usually, to the point of being in slow motion if we're talking "realism", i find the animation speeds to be way too fast in FE! Lol, we are never happy, are we? [e digicons]O:)[/e] I was surprised that the options let you choose between normal, fast and superfast. But no options below normal! A 0.5 speed or at least 0.75 speed option would feel absolutely perfect for me.
Yeah but even the tooltips are opague black. It just feels too spacey for a fantasy game. Paper fits all, evil or good.
I really do.. ALOT.. I very much dislike this modern galciv'ish interface visual style. Note, i love the improvements of it, i'm merely talking about the visual style of it. The skin if you will. And where the book / paper style still exists, it seems so white and clinical. I miss the warm paper tone.
[quote who="Sanati" reply="23" id="3075380"]What is the point of testing like this? Serious question. I don't think anyone sits down to play a 4x game with the intention of winning as quickly as possibly, whether or not the AI can survive a turn 10 rush is kind of irrelevant I would think. I don't see how it could fare well anyway, regardless of intelligence. The way the game is set up your main force is your sov, and your sov is also the unit you explore with, so if you st
[quote who="Frogboy" reply="15" id="3074623"]I saw in another post where it was said that people love MOM except when they don't. That is doubly true of tactical battles. We *explicitly* want tactical battles to be a quick and fun event. Derek has told me that anything that makes a tactical battle take more than 3 minutes to finish is a bad thing and I have come to agree with that. Which, it turns out, is how MOM was. MOM tactical battles were extremely fun but didn'
[quote who="Werewindlefr" reply="141" id="3058253"]Quoting Gandhialf, reply 138So many old but excellent ideas are waiting to be implemented in FE!So many unreasonable ideas which would be beyond Stardock's budget or skills (not saying they're unskilled by far, but I'm not sure this is their specialty). Being a bit more conservative at first is a good idea; it ensures a game people want to play, instead of a game people dream about until they realize it sucks.[/quote] <p