1) Yes models can be multi-textured. 2) Assume yes until proven otherwise (if you mean models are just 1 single group). I haven't seen a sins mesh yet, but i do know that sins can support both solid, and non-solid mesh's. 3) Guessing the average poly counts to be around the 1k-2k area for frigs, and around 4k+ for cap ships, and structures. Dont know the max polys the engine can handle yet. Obviously less polys = better performance. 4) We don't really know yet. From the looks of thin
Major Stress
It gets worse... My last game a hard Vasari AI lost to pirate raids. I sat there waiting for an attack that never came. So i scouted out the system only to find the AI had only a dead world, and an ice planet left. With pirates swarming all over the place.
The Kol is supposed to be a brand new TEC warship design. Not a converted freighter (Dunov), cruise liner (Akkan), garbage scowl (Sova). I'm not sure where the Marza fits into all of this, because she looks like she was built around that BFG raze cannon. So maybe the Marza is a new design as well.
The dev's have said that much of the effects are just placeholders, and the real eye candy is being saved for the release (correct me if im wrong).
I have to agree about the Vasari not feeling like the "oh s**t!" enemy everyone was expecting. I like their ship styles. Some look pretty menacing, but as what was said each ship is essentially a TEC counterpart role wise. Though their method may be a little bit different. I think in the Vasari's case less should be more. For example.. Less styles of cap ships, but the few cap ships available will have multiple roles, better weapons/shields/armour, and more ability's (i know th
Signed on the "You guys Rock!" statement. My 1st impression of beta 4 went along the lines of "Holy S**T!!" To all the naysayers out there, Sure there are some flaws in this game. What game doesnt have flaws? Thats what the betas are for to try to iron out the flaws as much as possible before the true release. Can you tell me of ANY other BETA's that were this good? Where the dev's actually listened to the input of the testers, and implemented some of their suggestions? Again,
*Improved retreating logic... Now the AI just runs away on sight of a human enemy (dont matter if its Vasari or TEC). It is interesting the the AI will beat the crap out of each other, but as soon as a human player jumps in they all run away.
Nothing says we "love" the Vasari like 4 quad lasers, 3 gauss railguns, 9 autocannon turrets, and 1 BFG. [img]http://img337.imageshack.us/img337/9587/newangrykoloo3.jpg[/img]
I swear someone is always gonna find some vague resemblance to a homeworld ship no matter how much the dev's try to avoid making the ships look like homeworld ships 1st the old Kol looked like the Kushan destroyer from HW1. Now it looks like a Vaygr ship...geez. While ive grown accustomed to how the old Kol looked. The new ship is an excellent design. Very nicely done. Im sure this one will grow on me too. Now the Akkan..
Replay is on its way. Heres some screens. It was a random generated large map, and it was my capitol, and the asteroid next to it that seemed to "blend" in with the solar system next door. The other planets showed everything as normal. Here you can see my capitol, and asteroid icons "faded out" [img]http://img107.imageshack.us/img107/9444/noicon1qp2.jpg[/img] Closer look at capitol. No icons at all even though shipyards, Akkan, and frigs are there. [img]http://img527.images
Icons, and planetary connections disappear on maps with more than 1 star. Vasari cap ships missing the "sparkle" effect when they level up (already mentioned, but just clarifying).
[quote] Dead asteroids have no tax income, yet when colonized they have the same -2.2 drain of all the other planets. This doesn't make a whole lot of sense, since dead asteroids have no population and there really isn't much 'development' to be done for them. [/quote] Thats because of the upkeep system that was reinstated for planetary structures. I agree about the "green sickles of doom" effect feeling a little flat. You cant even see i
Particle Simulation Definition not found: SupportBuff_WeaponJam This one is a game breaker. It wont let you skip, or break out of it. Same with Particle Simulation Definition not found: Ability_DisintegrationMuzzle. Seems any other effect with errors like this will break the game to where you have to ctrl-alt-delete out of it. I would send mini dumps, but the game wont even create them now.
[quote] Building the Vasari culture thing results in a freeze and this error message: "Failed to find StringID: 'IDS_PLANETDETAILSINFOCARD_ALLEGIANCEDETAILS_DELTAFROMCULTURE'. NOTE: Any following StringID failures will be supressed." The game can continue if you click Skip however. [/quote] I get the same errors. It happens as soon as you build a broadcast center for ether Vasari, or TEC.
Finally some Alien butt to kick!
As long as it doesn't go from "suck to "blow" (oh noes! its Megamaid!!) Still massive speculation on which new race will be released in B4 EDIT: YES!! ITS THE VASARI!! Along with what new TEC ships that will come with it. Yes i'm sad that this will be the last beta before the game goes gold. November to Fe
There has been mentioned a "mod" folder for the final game. I am not sure if that means you can manage mods like in DoW, GC2, or civ4, But if you search, and look at past post i'm sure you can find where this was talked about before. We haven't received any official word from the dev's about mod management just yet that i am aware of. The forge tools will include at least map editing, model importing, and more functions. Again no official word yet on what all will be included with the f
'Nids could be doable in the DOW/Impossible creatures engine. However Relic stated many MANY times that it wouldn't do the 'nids any justice. The engine is dated, and a new one is in development for DoW2. Which no doubt we will see 'nids then. I think the main problem with 'nids and DoW1 (other than the'll look like crap) is the resourcing system. Tyranids need biomass to build, and reproduce IIRC. The current requisition/power system wouldnt make any sense for a 'nid. They need to mass harvest
I bet the colonist of that gas giant are feeling just a little bit "flat" (can always play the "they live in cloud city's" line). Cant you already put beams on a frig without making it a cap ship?
Pinching? HAH! (grabs both multis butt cheeks, shakes them a bit then runs like hell! )
LOL! Well i guess star wars fans will be happy to know that an actual death star can be modded in. You really had us going there Multi. I think everyone that read this fell for it. Still it shows what can be done with sins.
November 4th is supposed to be election day in America, but thats on a Sunday. So it would be the moved to the 6th (1st tuesday of the month). So i doubt it will be released then. Im betting friday nov 8th.
The sin of the Vasari: (Lust) Ruthless conquest, and the lust for power. Retribution: It all comes crashing down on them in ways that have yet to be explained. They became space gypsies looking for a new home. The sin of TEC: (Greed) TEC initially tried to incorporate the Advent into the trader coalition, because they thought they could profit from it. The Advent wanted none of this. So TEC forcibly exiled the ancestors of the advent (much like how 19th century America relocated the Nat
Heh, I wouldnt call incarceration in America today a pushishment, More like an extended stay in club fed. Hell the crooks get 3 free meals a day, a free roof over their heads. Free clothing, Cable, Library's, Weight rooms, Medical care, and Internet access. At the TAXPAYERS (our) expense! The only worry they have is getting their ass's kicked.., or worse if they aren't gay. They live 100% better than most of the honest law abiding people here. Whats worse is they are "respected" for being in pri
If it is done smartly it wont be ridiculous. In other words don't have objects orbit at an insane rate of speed. The 1st video is an example of how a moon should orbit a planet. Perhaps a little slower. Just enough to know it is moving. This is excellent work multi. You may have just added an element of O-R-B into Sins. I would assume if ships were inside a gravity well they would remain in place inside the grav well while the grav well moves. What do you plan to do about jump