MP will probably be awesome, but i hope you can do scenarios as well as full blown campaigns. That would help keep time consumption down.
DeadlyShoe
...those backgrounds are constructed along the same like. bright backgrounds so you can see things.
Well, the godbox is less likely to kill you. Unless it goes HAL on your butt. Latest notes: -If you issue a formation jump order and then shift-click an attack order on a planet, the units which can bomb seem consider themselves a different formation than the units that cant bomb for purposes of when to jump.
The rest is wordpad, and we all remember wordpad modding from days of old It's not just conversion. so far as i can tell weapon ports and such are defined in the mesh file...
Latest thoughts. -Bomb damage is dealt when bombs leave ships, not when they hit.. This seems to be the case for a lot of combat, but it feels especially wrong with bombs. It also results in a behavior where the last 1 or 2 salvos fired at the planet just vanish into it without exploding since the planet is already dead. -Screenshots should be numbered 01, 02, etc. instead of 1, 2, etc. -One nice touch I found in supreme commander was a shortcut to the savegames/screen
The primary problem a BSG mod faces is fitting battlestar/basestar model to the Sins mesh standard. If you managed to get the turrets, launch bays, etc. defined so that Sins could look at it, the data files would be relatively easy. And there are tons of battlestar models out there, theres probably someone who would let you use theirs.
well, im pretty sure everyone is going to have trade ports, otherwise trade alliances would be silly
The button is a toggle thats set on a per-unit basis.. I think. Make sure the icon does not say "Some grouped" when you mouse over it; you have to make sure it says All Grouped. Now, given that, I have seen some cases where units will jump early even with confirmed All Grouped, but its been pretty rare.
Weeeelll... Things like Phase Inhibitors are decently fast to build as is compared to move/combat speed. Do you really want the AI building a new inhibitor every time you try to retreat?
...curious... will post-wednesday preordees be in the next beta automagically?
Ships wont wait for fighters. Fighters are automatically issued dock orders when capital ships receive phase orders.
Yes, but fighters do anti-fighter damage, which has a penalty against ships.
If they could attack you, you didnt quite pull it off.
It doesnt run out, but I think it would be better to display the True Income and after-upkeep income rather than just the after-upkeep income.
Wish I could name fleets. That would go real well with the group listing they have of the last patch.
it has nothing to do with the other races. it's not a balance issue so much as it is a design issue. it's not overly difficult for someone to be completely invincible. it doesnt even have to be your last colony. imagine pinning down the entire enemy fleet while perma-armisticing a Phase Jump Inhibitor, then blowing up all their planets in the meantime. When looking at things like this, theres always two questions to ask: "This seems alright by itself. But what if theres like
i was basing that on my impressions, but i check the data files, its only got a 3 minute recharge (and it starts recharging immediately) and it lasts for 1 minute. two high level akkans is totally rediculous. 3 offering perma armistice is beyond silly. you could theoretically never lose a game just by cycling 3 akkans with armistice at your last planet to prevent bombing. bad idea for MP we all know there's asswipes out there that would do that.
i completely disagree, if you have enough money to burn through the tech tree early, you had more than enough money to have won the game before then. in the longest game i have played the entire galaxy ran out of extractor resources and i didnt even reach tier 7 on either tree. granted i was underusing trade ports because i scuttled them if i saw the instant trade bug going. In fact I think the biggest problem of the AI is that it puts too much resources into infrastru
well, armistice could use a much longer recharge.
The localisations are in the /string directory. You can see the english file there, and a prototype localization file that has all 'todo' in it.
Oh, and the vocal alerts system needs some revamp. I get so many messages about inconsequential events that I dont know it when an enemy super-fleet has just reinforced the colony my fleet is attacking. Because of all the scounts and jump-throughs and ally fleets the first I know my colony is being heavily attacked is when I get the 'Our colony has been destroyed!' message.
I don't think the AI could possibly have built up that many ships with just those colonies. They must largely be remnants that you didnt kill while blowing up planets. Perhaps the AI had the top level expenditure-steal research. Try turning auto attack off. Jump in your whole fleet, wax them when they come to you. fin
I would like a vocal warning ("We lost a Frigate Sir!" or something like that) when you loose a ship, maybe not fighters and bombers. I get "A Capital ship has been destroyed!" and "Our allies have lost a flagship!" messages. I'm guessing the problem is related to the sound choppiness some people get. -Cheers on the tiny tradeship icons, that helps a lot. -I would like it if ships reverted to their previous order after using a special abilit
With the latest versoin, I suffered a sudden CTD that did not generate a dump and was not even caught by SmartException. Thoughts? Incidentally, I noted some whiting out of textures before a recent reset-crash, which brought me back around to a hardware problem. I underclocked my video card and havent reset since. I don't know why SINS would cause that though, since no other games do. Maybe it's a texture memory thing.
the akkan is built around broadsides... old marza looks like a stick. when they get the siege guns to fire from the right location itll be cool