It got reset due to some technical difficulties at the server location. Should be back up and running.
Blair Fraser
Even with high rez, you shouldn't hit the 2gig limit using the default game of Sins without mods and without creating non-standard maps. Creating a 64 bit version will invalidate multiplayer as the 32 bit versions won't be able to play against the 64 bit versions. Any multiplayer game that has both versions must be a client-server based system (e.g an FPS or MMO) and not an RTS which relies on exact determinism for synchronization and minimizing network traffic.
Sorry, I logged into my BlairFraser account by mistake (typo) which doesn't have all the official stuff setup on it :P I probably typed a bunch of other stuff in other threads in that account as well.
1. Create an Action to save from tga to the dds format of your choice. (Window->Action) 2. Create a Batch to run that Action on your desired files. (File->Automate->Batch). Plenty of tutorials on the web for each of these steps (and in the Photoshop docs).
Use Photoshop actions.
Sales have been increasing so I doubt very much Sins will die anytime soon.
If you are using some version of Visual Studio (there is a free version I think) I can hook you with something that will provide more information from a minidiump. Email me if you want it ( [email protected] ).
As requested: struct BuffInstantActionTargetting{enum Enum{ SelfTarget, SingleTarget, MultipleTargets, ArbitraryPosition};}; struct BuffInstantActionType : public StringEnum {enum Enum{ Invalid = -1, ApplyBuffToSelf, ApplyBuffToSelfWithFilter, ApplyOrRemoveBuffToSelf, ApplyTargettedBuffToSelf, ApplyTargettedBuffToSelfNoRange, Appl
Like a lot of you said - just don't go so crazy on LRF's early and a scout mass is nothing. In two of the games I played this weekend people tried to scout mass against me and they learned a painful lesson...
I'm a developer of the game so obviously I'm going to say it is worth it but even still, I truly believe its a much better game with Entrenchment. We've also combed through countless feedback from players and the concensus seems to be that it is a much better game. Here is a short list of new features: https://forums.sinsofasolarempire.com/342094 Here is a overview of some of the new units: <a href="https://forums.sins
Yeah send us save games where it is screwed up.
Everyday I watch the latest Sins videos posted to youtube. Today's was particularly entertaining. As I was watching the following movie, I had no idea what language the narrator was speaking in, let alone what we was saying. However, at the 1:50 moment it wasn't too hard to figure out (though I could be wrong...) If you don't want to watch the whole thing, start at about 1:40 to get the context and then listen at 1:50. http:
The constants come from data. Find in files is your friend...
It's still ongoing and we never ignore bugs - just take a look at the list of fixes we made in the last patch - almost 2 years after the release of the game. You won't find that with many companies... W/r to the PS bug, Most of the time we can't even recreate it and when it does fail it always seems to be for some new unrelated reason to the last reason. We aren't done improving the game so a fix is forthcoming, we just didn't want to delay getting out all the other fixes and imp
Ok, here is how it works in the most detail you could possibly ask for - the actual code. First, everytime there is a damage application, the following is called: void IDamage::UpdateShieldBonusGrowth(float totalDamage) { if((IPlayerOwned::GetEntityPlayerOwnerIndex(thisEntity) != -1) && (thisEntity->GetIDamagePtr()->GetMaxShieldPoints() > 0.f)) { const PlayerShieldData& playerShieldD
It does stand for something. But that's for another time.
The dev builds were included with the the hotfix. Check your install folder.
I just checked the entire history of the BuffChargedMissilesLightSelf.entity file. It has always only affected only strikecraft. So no, it was not nerfed.
[quote who="Qu4r" reply="11" id="2399847"] Quoting JohnJames, reply 8 Sentinal Charged missle bug? u r officialy considered to be too efective to have another advantage as unbuged sentiels [/quote] We verified that it was behaving as expected. We were worried it wasn't doing its AOE effect but confirmed it was working.
Today's hotfix included the convertdata's and the developer exe's for both 1.181 and 1.041.
It's done and we've sent it off. Stardock is just sorting out some new network upgrades before they release it. Hopefully tomorrow :)
I'm not going to get into the details here because I think any 1v1 case is a misleading excercise. We never, ever balance things based on 1v1. Its a non-linear system. Also, we pay more attention to a holistic balance than a reductionism approach of the individual unit vs unit matchups.
[quote who="JohnJames" reply="302" id="2394907"] Quoting Blair Fraser, reply 288 Can someone explain the bug in more detail? Blair The Sentinal's charged phase missles seems to only increase range and disable the ship. The AOE affect is gone. Is the charge phase missle ability suppose to affect SC and ships or just SC? [/quote] Thanks. Something is defina
[quote who="Major Stress" reply="1437" id="2394548"]Right now it is about as close to pandemonium with the fix as it gets. It is going to take time. LOTS of it. I am doing what i can to figure out what the patch broke. With what resources i have available. Short of re-building the entire mod from scratch. We had to rebuild the mod from scratch with each major patch before, and i am afraid we will have to do it yet again. The old saying "Nuke it from orbit...Its the only
[quote who="VarekRaith" reply="294" id="2394011"]Alright, I got the file and cast it a couple of dozen times. No error! *knocks on wood. Kitkun also had this problem I believe. Edit; Why did this seem to happen only a few of us? [/quote] It's because its a stereo file trying to be played as 3d sound (expects mono). The behavior would depend on your soundcard and soundcard driver. Some can handle it, some can't. Safest to just make them all mono.