[quote]What bug was that, actually? Other than the frigate shaking effect, I can't recall any bugs. I just thought the ability was junk[/quote] It was junk because it wasn't behaving correctly (i.e quite different than the spreadsheet predicted it should behave). It is now within a reasonable error of the intended design.
Blair Fraser
[quote who="JonBrave" reply="222" id="2389621"]All this detail... For those of us with limited retention, may I ask: when IronClad update like this, do the in-game info screens for ships definitely get updated to reflect these changes (where they show the relevant figure)? [/quote] Yes.
Good to hear! Have fun!
Uninstall anything Sins related. Manually delete any files left over in the install directory. Reinstall from Impulse only. If you have Entrenchment, JUST install Entrenchment. Don't do Sins original first.
Its supposed to make them switch targets. The problem before was you couldn't attack it again until the effect wore off.
Make sure that IcoServerPort in your user.setting file is pointing to port 7000 and not port 6000.
[quote who="VarekRaith" reply="133" id="2386026"]Well, I editied just the damage bonuses in gameplay.contants as per the changelog. With that alone, I like what I'm seeing in-game. [/quote] Remember this isn't factoring in code changes so it doesn't fully reflect the state of the patch (in particular the targetting changes).
A new set of converters and developer exe's will be available for download. Harpo's tools will also make it easy to get the data and other misc functions.
If it's in the manifest it will get loaded along with everything referenced in it. Remove the native stuff from the manifest to get more room. I obviously can't increase the 2gigs available but if removing stuff from the manifest still leads to you running out of various resources, let me know specifically what they are and I'll see if they can come up in the next update (or for Diplomacy).
Ok here are the missed elements from the changelist. Its constructed from a huge list of change logs in our source control so there is sometimes errors in the "English" version you guys are presented with. 1. -Lasurak Transporter - Adjusted linear velocity to 450 (this was previously a typo and listed under the Skirantra by mistake) 2. The Guidance change is now split into two parts to describe it properly: - Guidance can now only be cast on ships with abi
Check out https://forums.sinsofasolarempire.com/342092 particularly #3.
We missed some changes in the patch notes. I'll be posting them shortly. Some typos were also fixed and already edited.
[quote]I love the fact that Stardocks continued support and patching 1.5 years after the games release[/quote] Technically, Ironclad is creating the updates but Stardock handles the distribution of them enthusiastically (which is also rare). Sometimes developers create updates and their publishers won't even let them out.
[quote]I don't think the basic frigate buff was sufficient to discourage LRM spam as the dominant strategy[/quote][quote]Though this is a bit odd, but no changes to the Illuminator?[/quote] While we didn't touch LRM's directly, there is tons in there that changes relationships with them. We've tested the crap out of them and the status quo has changed. Consider this example. Heavies were originally intended to be prototypical counter to LRM's. However, test after tes
I don't expect the modding changes to be that bad. Not many file structures changed. The biggest structure change was with naming things like capitalship and that is fairly straightforward. I'm also willing to bet most modders will want to incorporate this as quickly as possible so each faction they've created can have accurate names instead of just pulling from three sets.
Create a new shortcut to the exe. You should never need the disc after it's been installed.
We can't recreate this. Do you have a step by step method that will reproduce it?
I wish I could, but I do enjoy reading it all :)
[quote who="SpacePony" reply="70" id="2371243"]We still exist [/quote] And I still have my hat!
Nicely done! Obvioiusly I can't say much in response :)
[quote who="Blair Fraser" reply="28" id="2371611"]1000 covers everything, brushes (ui elements), cl, da and nm etc. But at the highest point, Sins only ever has 767 textures loaded. The size of the textures is a different situation. I added this is for your other post: static const int MAXNUMALTERNATES = 4; //sound alternates. You can see all this with the dev build under overlays->textures. [/quote]
1000 covers everything, brushes (ui elements), cl, da and nm etc. But at the highest point, Sins only ever has 767 textures loaded. The size of the textures is a different situation. I added this is for your other post: static const int MAXNUMALTERNATES = 4; //sound alternates.
Siege frigates and Heavy Fallout are changed in 1.04 Entrenchment. We haven't decided if they will change in Sins 1.18 though.
Fixed :P
I've editted the value with a comment to explain it better: enum {MaxWeaponPointCount = 20}; //per weapon per bank (so 3 * 4 * 20 = 240 total).