Its not a matter of how smart, its a matter of it not being practical. If the planets rotate as a purely asthetic matter, its going to look really ugly with the phase lanes stretching the way they are, even if you ignore the difficulty with remembering which planets are whose (most people don't use the names, they use the positioning...). If the phase lanes change as planets orbit, you've got a real headache (an impossible one) on your hands. Let's not s
Vandenburg
Public != Open public • adjective 1 of, concerning, or available to the people as a whole. 2 of or involved in the affairs of the community, especially in government or entertainment. 3 done, perceived, or existing in open view. 4 of or provided by the state rather than an independent, commercial company. From the compact Oxford English dictionary. <img src="http://images.stardock.com/gc2/
isn't that what refineries are for? sure, the rate is lower, but you do get some metals and crystals even from exhausted astroids. Yes, they are thought for that. But they get you crystals at about 1/10 to 1/5 of the rate you got crystals through mining. But you still get credits at the old rate thus having a much higher income if credits then crystal. (Same for metal of course.)
what? Tell me you're kidding... Yes, he is. Currently the compressed save games take about 0.5Mb to 2Mb for small to medium maps.
6)Developers who read their forums and not only that, they interact with their consumers. This really has made me feel quite happy that I gave you money . That's a very important remark. Simply said, the gals/guys from Ironclad rule. The Stardockians rule too of course, but since they're already our Overlords, they don't need mentioning. <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif" border=0 align="absmiddle"
2. STAR SYSTEMS Theres a few things about the star systems I don't like...and thats well, they just don't feel very 'astronomically correct'. The planets feel like they are sort of haphazardly placed around their stars. It would be alot nicer if each had an orbit around their star, complete with an orbital trajectory that they follow. In short, basically modelled after how star systems like our own solar system work. This is one of those 'immersion factor' things t
Does it desync even if all players have the same files? Hmm... probably not. But I would need some... "victims" to try it out. Do you have time?
The only problem is, you can't play multi player with modded files currently. And juggling the files annoys me to much atm. to change too much. :/
I wont use rapidshare because you have to register to upload.. registrations mean more spam :/ No, you don't need to register.
Yeah, the AI isn't as bad as I make it sometimes (hey, the AI's focus fire destroyed a capital ship of mine once!) but that the combination of it's flaws (pathfinding, priority attacking, autocast) make it pretty bad. There are other RTS with worse AI and worse unit behavior but with a higher budget, but still, I'm a sucker for good AIs, so I'll whine until I get one. <img src="http://images.star
Well, I would guess it is totally destroyed, ie. your unable to colonize it again. I would guess the Vasari planet sucker would destroy a planet completely, I don't think that the TEC Novalith Cannon would do that. But I could be wrong.
on the graph at the end of the game it says "Planets destroyed" and i was just thinking this is bad unless its what the super cannon dose and you can still inhabit it but if u can whipe planets out thas bad. So what is it? It's as it says. A planet that is destroyed. Nothing survives that. And if I had the textures I could show you even a p
W00t! I always loved developer journals, like the journal Stardock has on it's site. Nice that you people also go in this route.
Isn't that redundant then if the values are the same? Nope. I believed artifactCount to mean the global number of artifacts in the entire galaxy. And planetBonusCount to mean the maximum number of bonus any given planet can have. I derived at this conclusion based on the bonus available for planets, seeing as the bonus are the "
While playing a multiplayer match resumed from an autosave (PoorManDSO accidentally closed the window), neither of us got any audio notifications about pirates or bounties after resuming. Speaking about sound. I doesn't see it here mentioned, but lots of players in multi player matches doesn't have sound at all. No effects, no warnings, no nada. In single player sound works, in multi it doesn't. <img src="http://images.stardock.com/gc2/T_DL/smi
Otherwise, I mostly like the ai You're joking, right? The path finding is very bad. Trying to fight around resource asteroids makes your ship collide and get stuck with the asteroids. It sometimes takes minutes for them to get free again. I gave move order to fly to the other side of the planet. That's how it did it: <img src="http://img259
Some other noticeable changes are the removable of the starting Light Frigate and Colonizer. Don't do that. It slows the beginning of the game down too much and it also benefits the Akkan too much. To upload, either post the file here as text or upload it to rapidshare. <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 align="absmidd
browseDescription, I'm uncertain where it loads this text string from. I however do know it's function, and that is to give a brief explanation of the selected Galaxy in the browser. It'll display some text below the .tga picture, and you can freely write your own stuff here. Such as "In a Galaxy far far away..." ect. It's loaded from Sins of a Solar Empire\String\English.str . All text strings are located there. planetBon
In the default game, everything has a 100% accuracy Anti fighter/bomber fire from flaks don't. Else, yeas.
if it doesn't we can't ever mod that in... It doesn't.
Would it be possible to make an abillity which cost money (and a good deal of time I might add) but spawned ships in its immediate location? Making an ability that spawns ships is pretty easy to do. You just need to change the AbilityDeployCombatTurret.entity to your liking. Making it costing credits is not possible though. (At least currently not.) If I can do this it would be interesting if I could make these
It seems that most of the internal numbers are kept as floating-point (i.e., decimals), but they're often rounded off for display. If they get rounded up it gives a false sense of the amount. They should really all be rounded down. IIRC the use some very weird number format. At least when the save files weren't compressed you could open them with a text editor like the other files. Resources and stuff were saved in a bit-format which I hadn't seen ever b
So if the AI was better, you wouldn't really have anything to do? Well, it could still make me coffee... ------- Seriously, this is a problem a lot of turn based games would also have if they were real time. But since they aren't, you can go as fast or as slow as necessary. Turns when nothing much happens need only to last seconds, while turns where lots of stuff happens can take up to a quarter of an hour or even more. <br/
Us in-depth strategy players who want more content than you can fit into a standard half an hour, want long games filled with strategic elements that demand TIME to manage, with the occasional action or at least action that you don't need to supervise all the time. Like Sins promised - huge simultaneous real-time battles that play themselves and leave you the time to manage the empire - but if a certain battle is very important to you, you are able to jump in and ACT</
Essentially the major hinderance to growth is that economic credit growth is fairly stagnant, whereas the cost of everything is exponential. Credit income has to be balanced and short term patches like double resources will not solve the original problem but likely cause others. Actually it's even worse than you think. Because of the alliance penalty you get, the further your planets are away from your capital, the ROI is even lower. This is als