I lurve: The style of the battles. Though I've commented before on things I'd like to change to spruce this up even more, it's only because I already love how big battles end up looking. Gorgeous. I don't know if this is just an effect of mixing up the z-values for individual gravwells, but the AI seems more willing to dash up on the z-axis as well -- this looks *awesome*. I'd love to see even more of it. The "cat and mouse" effect the gravwells create. I love chasing down
Tsed
Bah! Who needs a manual anyway? I mean, these days, manuals seem to have been relegated to single sheets of hotkey lists anyway. :/ I miss my old book-sized manuals. :p
Oh, you guys just rock.
Sounds good to me. This game just holds so much modding promise. I'm not usually into modding, but I think with Sins I've spent just as much time screwing around in the files as I have playing :p
[quote] his a professional reviewer that gets paid for doing it neutral, and should talk about its good and bad side in a proper way, which he did not. [/quote] Hrpmh -- sounded like he did to me. Basically said "it's a rental/buy used, not a buy new" game, which is reasonable. I dunno, the "7-10" rating system that seems to be the norm makes reviews all but useless. [quote] So if he got fired because of it, i think it fits very well as he did a very poor job in the r
I don't see anything in the current files that'll allow for it, so this is mostly a "will it be possible with the Sins modding tools" question. Is it possible to change the weapon graphics as that particular weapon class gets researched? Like... as the TEC lasers get upgraded, change the color to green? Or as the pulse beams for the Vasari are upgraded, change the beam-core graphics? Just curious :)
[quote]Possibly because two support vessels as a solitary fighting force is stupid? etc. [/quote] Capital ships are only vague analogues to their frigate counterparts -- comparing them directly is just silly. The capships have to be combat capable. I'm not seeing the "cheeseball" here. It might need to be toned down a bit, but as has been said, it's expensive, and results in low dps tanks; something I'm not at all uncomfortable with. [quote]...needs an area effect shiel
[quote] In the early game stage, you can research LRM and build a fleet of them prior to your opponent being able to make 2 Dunovs and traning them up to lvl 3. Is that about accurate? [/quote] Also taking into account that in mid-game (before FP is maxed out), FP can't the only consideration, as FP upgrades are still available. Putting resources into that + producing more LRMs to compare reasonably to the resource cost of leveled Dunovs brings them int
[quote]Im not crying nerf, what you call an inelegant fix doesn't change a single unit stat, encourages fleet diversity, and discourages a seriously odd and overpowered tactic. The Dunov as a support ship is fine, but as a combo its too good.[/quote] It's inelegant because it is, in effect, a hack -- an exception made with no reason aside from this combo popping up. Assuming it's overpowered (an assessment I'm not disputing at this point, as I haven't had the time to try it),
[quote] Would it really bother anyone if Dunovs shield regen couldn't work on Dunovs? [/quote] It seems like a inelegant fix to me, if even a fix is needed. Right now it sounds more 'neat' than anything. Yep -- it's possibly overpowered, but it doesn't look like counters have been fully explored yet. Give it a little time before crying nerf? :/
Very nice! You said all the *new* ones will be shipping at 128x128 -- any chance the old icons can be re-shot at the higher res? (are those renders still around? )
You could just increase the "burst" value in the entity files -- it won't affect the damage.
The Advent use flash beams. Alternately, fool with these for a bit [link="http://danielv.chaosnet.org/files/flash_tec_caps.zip"]TEC Capitals with "Flashbeam" lasers.[/link] Or do you *just* mean increase the firing rate of the ones already there? In which case, yeah, agreed... but for all weapons.
Just a thought -- why not allow more than one extreme colonization property on planets? That is -- why not have "aquatic toxic" planets and "barren heavy-gravity" planets, etc? 50% production (and colonization, for that matter) would require all the pre-req techs, and so on for 100%. It could also make the spore-ships make a bit more sense -- instead of changing the planet to a toxic one, overriding a previous property, it could simply *add* the toxic property. Anywho, just a thought
Ahem, ignoring lame drama... (and I was worried about cluttering Kosc's thread! :/ ) [quote] Guys, guys, guys! Ease up! Sins is a game. It's not a physics simulation. Pulse lasers look the way the
[quote] no, they are a unique tech developed from reverse engineering Vaz tech, has nothing to do with their previous weapon styles. [/quote] Hmm? Really only changes the source of the tech. Doesn't really change the possibility of other stuff based on the same idea. *shrug* In any case, my motivation isn't re
[quote] The Advent use the flash laser look you are speaking of. [/quote] Figured as much, one of the reasons I'm really looking forward to them. That said, I think the flash lasers fit the TEC well enough as well. Maybe toned down
[quote] Specifically in the case of lasers, we don't like the approach because little dots flying through space doesn't imply a light speed weapon, which by definition a laser has to be. [/quote] Mhmm. Even ignoring realism, if it looks cooler... why not? [quote] What I'd like to see from larger battleships are perhaps a slower fire rate, but more cons
[quote] Those look lovely! The "disco lasers" could probably use a fraction of a second longer existance, but they still look nice for what they are. Now, if only you could convince the Kol's primary beams to track along the hull of the enemy, instead of just burn in at one place
As discussed a bit [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=166856"]here[/link], the TEC "lasers" look a bit off. They've always looked a bit like autocannon fire, and Beta4 went further to differentiating them, but they're still missing a little something. Ron suggested using the flashbeam effect for them, so I gave that a shot. I *really* like the effect, and am wondering if others feel the same. [link="http://www.dailymotion.com/Tseddicus/video/x3e6go_te
[quote] Question: If you can fiddle around with the various weapons graphics, could you change is so that TEC lasers are no longer firing like their auto cannons (dots streaking outward), and instead use the "flash disco" effect that the Vasari have (its a laser -- it functions are light speed, not like a little dot flying across the screen!)? [/quote] After playing with this, I made a couple of videos. I didn't want to directly rip from the Vas
[quote] Question: If you can fiddle around with the various weapons graphics, could you change is so that TEC lasers are no longer firing like their auto cannons (dots streaking outward), and instead use the "flash disco" effect that the Vasari have (its a laser -- it functions are light speed, not like a little dot flying across the screen!)?
Ack -- meant to put this under 'Ideas'. Oops. :/
Currently, if you're unconcerned about morale levels, you only need to decrease taxes to up your morale for the turn of elections... which is a bit silly. It seems pretty clear that the game logs morale levels, so why not use *that* for their voting preferences? That is, if they've been really unhappy for the past year, use that info -- don't let a sudden tax cut make them the happiest people in the universe willing to serve you. Could even weigh the past couple months more heavily.
[quote] The Terran Alliance tech tree is, naturally, the most familiar one. For instance: Artificial Slaves. We have made great strides in our manufacturing capability by taking people and turning them into biological machines for labor through the use of genetic modification.... [/quote] Maybe it's just me, but the quality of flavor text there seems a couple notches above the DL/DA norm. There wer