This is also a very good idea, though I do wonder if the problem is not more related to paging as opposed to threading. I've been on this game since it's 1st beta in 2007 and this has been an ongoing problem. At that time I was running it on a hyper threaded dual core box I think. Initially it was issues with ram limitations, but that crashing at 2gb of usage issue was fixed a few years back. reducing the graphics options does help some what and adding a la
DarkSide73
This is no different then the previous sins betas. Bug fixes will come first. Balance has and will continue to improve over time. One of the charms of Stardock /IC is that they will listen to the players and make changes when needed. So for me that's a buy. Just think if this was EA and say Madden, they'de give you bug fixes next year and call it a new game. Count your blessings.
The problem as is it that it needs to target a ship and then be in range of that ship to activate or close enough. I think you should be able to simply activate it and any frigates in front of the ship get pulled up to it's listed range. The ability to should be instant. To compensate I tend to to mine phase jump in front of a target group and then activate it.
As good as this is an idea threading is actually very complicated and can cause even bigger memory management issues if done incorrectly. Threads have to be managed and properly cleared when no longer in use. Take a look at the Elemental FE Beta which has implemented threading and when it first was added they had lots of problems. Also, keep in mind that FE is a turned based game, so it's easier to determine when to close a thread to return memory. Real time is a
BaH, I don't tweet either - oh well I care not for freebies, give me a price and I will get mine the old fashioned way.
yeah not sure what the foisted upon guy is talking about?>!!?! Seriously, IE9 specifically with it slow to start and it constant nagging to disable extensions is a piece of crap. I tend to only use it for word or if a site requires it. I also tell all my friends to switch to Chrome when asked. IE days of being top dog are numbered. But, they would have a chance if they fixed the initial open time. BTW I am taking
I agree it is out of place, but the Vasari new cap is out of place also and the TEC one looks like a flying cargo deck. LOL. Oh well, at least the Titans look awesome.
32 bits apps are fine in a virtual environment - in this day and age it should be strickly legacy for devs
I personally love this thing. When it goes all bananas you either need to run or die it's a game changer and even in death it makes the enemy back off giving the rest of your fleet time to defend the lost position. There should be a level of fear involved when you see a titan in the field and you should know you are going to lose a lot of ships to stop it. Each phase of this beta has to me made the game even better - yes more tweaks are needed but the tita
It does seem weak in early game - but powered up maw is a game changer. With it and the teleport combo this titan with a supported fleet kills enemy fleets easily. No it cannot withstand against the Tec Rebel but you can beat that one with bombers since it's meant to be more of a super duper killing machines. I agree that focus fire should be available and I agree that there should be a smaller downtime for the warp gate. Other than that maybe adding some
I vote for Cap Ship Models as well - that would be saaaaaweeeet [e digicons]k6[/e]
[quote who="Zubaz" reply="26" id="3154047"] Quoting Thomas12255555, reply 16Vasari have unleashed their secret plan to beat Diablo 3... heh.[/quote] Aliens don't believe in Demons is would appear.
This is soooo unfair. VPNing home to download this now. Now this, Diablo3 and Max Payne 3 - my weekend is already booked. You guys are cruel masters. and we are not worthy!
While creating battle groups helps with fleet cohesion there are times when it would be awesome to just assign ships to a particular task. For instance. I have 15 Siege ships and as they enter the well I want them to iimmediately take out the planet as a priorty. I create a battle group with the siege ships as the command unit and then assign Kodaks, Hoshikos and Flaks to escort them in. I have to verify if setting the engage range to minimum h
I felt the same way in 2007 about this and requested it: https://forums.sinsofasolarempire.com/158003 But other than the response in the above thread it didn't move any further. Maybe we can put the bid in for this for the next sins.
LOL[quote who="Pyrusmg" reply="13" id="3153299"] Quoting MadCowKing, reply 8Then why do they call their motherships "motherships" instead of "asexual progenitor ships?" How do you know "mother" isn't Vasari for asexual progenitor?[/quote] Some comments are so part clever, part crazy, part idiotic, that I can't help but laugh. That was in one word AWESOME
In WOM the separation in the tech tree made more sense. I could build up the Combat tree just enough to defend my position and the Civics tree to get my economy rolling and then focus on Magic, get all the shard and the final spell book and cast CReation for the win. The Trees did not rely on tech from other trees. That being said there is some logic to the way it is now but Belleck makes a great point. It should be made clearer what relies on what and
[quote who="SithLordAJ" reply="7" id="3143017"]people and their selective 'realisim' demands... bah! the game doesnt have gravity (including ship orbits, planet orbits, and star orbits), the scales are waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay off, there's green stars, there are sound effects, there's colored nebulae in the background, apparently wind in space (referring to the smoke stacks on refineries blowing over a bit), building something involves spittin
0.91 has mages as buildable unit - - ummm yeah - that's all I needed to know 0.91 for the win. I too like more gilders - but playing with the taxes and having to manage the economy adds to the game a in my opinion
I personally am for the ability to define la limit or not. Can we please get an option on the pregame set up for Super weapon infinite and mav No option to turn off is needed on this. If that is possible - can we also get the increase in Ship Capacity - the Titans take up a lot of cap and reduce overall fleet size.
I have not had a chance to play this change yet, but for me 4 Novas has always been my max, assigned to 0, 9, 8, 7 buttons. I could fight 2 war fronts and pound on 2 planets preferable in the rear of the enemy. It should be more than enough to get the job done. Yes on large maps it makes things harder but anything is better than the AI launching long range attacks all day
This goes without saying, the concept is pretty cool but the execution is lacking. I requested some changes on another thread, but here is what I think we need. 1. Debuffs require line of sight to to cast 1A. Debuffs cannot remain active for more than 4 turns after line of sight is lost. 2. AI must actually have enough mana to maintain Debuff spells. 3. There needs to be an indicator in Cloth view that a debuff as well as buff is on a cit
[quote who="dazpook" reply="11" id="3137381"]I have noticed that the superweapon sound on the advent titans is earlsplitingly loud. could you turn it down a notch. ta[/quote] Very True, it's wonderful and juicy sounding, but it's also a bit jarring.
AGREED - Default should be normal