A reinstallation didn't resolve this.
thedott
Thanks, I've checked the directory, and it's empty. This is the oddest thing because I've done archives before on this machine. I'll try a reinstallation and see if that works.
Impulse doesn't want to archive a game when I click on 'Archive Application.' It will change the bottom two buttons of the the game info block (i.e. More Info => Cancel, Run => Pause) and that's it. There is no information that the archiving is occurring (i.e. percentages). Any ideas? Thanks.
I like the voice pack idea. It reminds me of NWN. (I'm no audio expert, but I think I'll have to try your suggestion Overheal and tweak the voices with Audacity.)
[quote who="Annatar11" reply="3" id="1921488"] Other than the Kol, all TEC units are basically refurbished civilian ships. These are basically traders who had to learn to fight, they're not exactly a strictly trained military force - that's the voice style IC was going for for them, and that's what we have [/quote] Good point, I forgot about that. Still, if they kept the same lines, I think a radio-like quality to the TEC and Vasari unit voices would add to the gamepl
I agree the voice acting needs some work, e.g. the over chipper TEC assault frigate or the non-military phrases for tactical units. (The TEC colony frigate sounds just about right since I preceive it more as a civilian unit.) I think it would be nice if the TEC and Vasari unit voices have a more radio quality to them (i.e. static and/or subtle cross-channel chatter) so that the player feels as if he's actually relaying commands from a command post. As for th
Mr. Wardell, Thank you for sharing this information. I found it very informative, quite enjoyable, and well written. My only complaint is that I wish I coud be an investor [e digicons]:)[/e] . Please keep up the good work. Sincerely, Daniel "thedott" Ott
From what I recall, it was a mix of all three classes and a result from your first point. Neither point is an issue to me. I was just expecting my re-order via the fleet select to override those remaining in enemy territory.
I encountered an unusual situation with one of my fleets becoming split during battle. Here's what happened: I order the fleet to jump into enemy territory. After fighting a bit, I ordered the fleet to jump back to our territory. Moments later, noticing that the fleet wasn't as heavily damaged, I decided to have it re-engage the enemy by clicking on the fleet icon then an enemy target. At that point, half the fleet still proceeded to jump while the other half started fighti
Although that would be pretty cool, you cannot.
[quote]eeek! big words! [/quote] All I can say is that I'm a computer engineer living life as a programmer Blair, thanks, I'm glad that I can help . (It stumpped me for a while till I noticed the problem with another game during its intro video sequence and started thinking about what all I had installed since playing them.) Lordkosc, thanks for the adv
I've been tinkering, and I found the cause of the problem: Folding@Home. I've disabled it, and everything works as normal. This makes sense. When Sins starts playing the intro video, the CPU utilization drops enough for the Folding process to become the active one resulting in the change of focus back to the Desktop.
Thanks for the reply. In the settings, Sins says it's set to 60Hz and is the only available option.
I've got a quirky technical issue. I recently purchased a ViewSonic VX1940W LCD monitor, and I attached it to my system via the DVI connector. When I start Sins (Beta 4), the game is randomly minimized with the Desktop coming into focus. I can click on the taskbar to restore Sins, but the game will continue repeating this behavior until I can access the main menu. At that time, it seems to stablize. Until now (i.e. when I was using my original 19" VGA monitor), I've had no problems with Sin
I'll add my two cents here: It would be interesting to see passenger ships that could shift an empire's population from one population center to another. (Maybe the colony ship's role can be expanded to handle this.) These ships could be target assets for destablizing the enemy. In terms of gameplay, each faction could allow the following: 1) Auto Migration - the popluation fluctuates at random-- maybe the population centers are within a tolerance of the maximum population c
How long would it take to adequately setup defenses for such openness... You wouldn't want to defend the entire openness of a system. Instead, you would only want defend areas of interest (e.g. planets, resource assets, phase lane entry points from other systems, etc.). This openness wouldn't make protecting your assets any harder than it is now for a planet. To a degree, chockpoints would be reduced if you didn't defend all entry points. <di
Let's imagine for a second they acutally implemented 1Spartan's (and others) suggestion(s)... I can envision entire galaxies with thousdands of ships ending up everywhere on the map. They'll look like a bunch of rainbow, sprinkled donut holes! I suspect this is why the game is the way it is now... Correct me if I'm wrong, but it seems that your thinking of a completely open jump system where you can move anywhere in the galaxy. This would definitely b
Spartan, I was expecting this too. I agree that it would definitely allow for more complex tactical and strategic situations if were "remodeled" slightly.
I've tried expanding the gravity wells (coincidently it took up about the space from my home planet to the nearest asteroid) not a pretty picture... Yeah, I could see movement being a problem without jumping, but I think this is where short open jumps to any point within the system makes sense. Right now, the game is too predicticable with its fog-of-war. You easily know where to find planets and asteriods-- just follow the phase lanes. It would b
Solar system. I believe the IC guys already tried orbiting and other such realism-based designs and they just didn't work out gameplay-wise. Solar systems looking like galaxies when zoomed out is just an aesthetic choice. That makes sense. It's already disorienting enough when I accidentally rotate my system and have to get my bearings again, I can see how a fully functioning system would be confusing. <b
I agree with the ideas for specialized ships and for combat/supply fatigue, e.g. the introduction for supply ships to resupply the frontlines. (Supply ships would also give players a bonus if they attack such ships thus cutting off the enemy's supply line.) Futhermore, I think bombers and fighters need to return to the carriers for resupplying. (They're small units that should not be allowed to fly and fire indefinitely.) Having specialized ships might increase micro-mana