how will that work, better code optimization? I'm curious, because without some improvement, the more detailed models and more complex calculations should hurt performance.
xthetenth
[quote] eve? its still 1 day and 8h till sins eve and 2 days 8h for relese [/quote] that's why it's sins eve eve, or the day before sins eve
hmmm... try this. it should get you a capship cap as high as your computer can stand: In Sins of a Solar Empire/GameInfo/RESEARCHSUBJECT_MAXCAPITALSHIPSTECH0 or Sins of a Solar Empire/GameInfo/RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE0 (tech = tec, phase = vasari) change this line: baseValue 1.0 to this: baseValue 99999.0 That should change the number of crews you start off with to 99999. I tested it with the vasari phase missile tech.
if you add the turrets to the effect coming from the emitters for those guns somehow, that might take care of things and barely add to the overhead, so that's an idea to solve a problem that really isn't worth thinking about.
because we can't at about 500 ships in system, things don't get their icons displayed, and my computer starts lagging with loads of overhead in all areas, so it's code or a bus somewhere.
[quote] yeah, testing now, i've got 1.5k arcovas on a planet, 15 frames per second (highest, 1400x900, 4x aa) It's definitely not limited by video card, because turning all the options didn't help, but i'm only using about half my cpu power (running firefox, itunes, half the openoffice suite and flash) and 1.75 out of 4 gigs of ram. Odd. Your running a Beta, keep that in mind. [/quote]
yeah, testing now, i've got 1.5k arcovas on a planet, 15 frames per second (highest, 1400x900, 4x aa) It's definitely not limited by video card, because turning all the options didn't help, but i'm only using about half my cpu power (running firefox, itunes, half the openoffice suite and flash) and 1.75 out of 4 gigs of ram. Odd.
Yes. Oh, and thank you for using the (successfully prosecuted) sub offensive against Japan rather than the one with Germany. Too many people don't think about it even though it's the classic example of a crippling submarine offensive. P.S. I'm the resident pacific theater nerd, in case you didn't notice
and that's a very powerful computer pleading for mercy, so when you factor in camera movement, motion, effects, and all the other aspects, the actual verge of playability is much lower than that, and on larger maps will often be split among [I]ten[/I] players, and although I agree that multipliers are a good idea, there needs to be a limit, or the spam attack against the other guy's computer is still possible, and that isn't strategy, it's just cheap.
eets! ...eeewww.......get this off of me...
That would be a very good idea, because then the fleet caps are set to where the players want them to be, and the decisions about whether or not to add to the fleet cap at the expense of your income would remain intact.
Battlefleet Gothic Info: Based on the tabletop game Battlefleet Gothic, which is set in the tumultuous Warhammer 40,000 universe during the chaos caused by Abbadon's 13th Black Crusade, this mod focuses on tactical command and many races with very distinctive strengths and weaknesses. This mod will be released in pieces, but will eventually include all the races of Warhammer 40k. The first races to be released will be Chaos, the Imperial Navy, and Tau.
Your desktop might be able to hold out, but I doubt it has enough RAM.
cause it's a simple bit of javascript, not anything actually accurate. It's actually synched to your system clock to add that extra bit of unpredictability. Can't wait :d .
Depends on how much more demanding the final game is, but I've run beta with high textures on a computer which is identical except that it has a 6800 gts with scads more video ram than stock.
you can have up to ten players, all of any race you want, so the diplomacy will be far more complicated than a mere 3 player game
isn't an nvidia problem unless it's a 7 series thing because i've played it on a 6800 gts, 8600 gts, and 8800 gt, all without problems or slowdown more severe than their power would indicate.
If the limits go as high as I think they will, 500 ships should definitely be achievable on the larger maps.
It's an inside joke. You see, there was this time this guy did some stuff with this thing and stuff. Then this funny thing happened, and all the stuff did this thing, and it was hilarious. Hope that cleared things up :D.
I think that schod's partly right, and there should be researches pretty deep into the land of diminishing returns, and give enough ships for massive maps. That said, the other guys are all stuck with the same number of ships as you are, so stretching the resources of your empire to accommodate your fleets becomes part of a challenge. However, the available fleet points, if implemented correctly, will allow an organic fleet limit based on income available to spend on fleets, and consequently the
I can tell you that's an awesome system, because I just built an almost identical computer. The only differences are the PSU, mobo, and hard drives, and this thing flies. Loads sins maps in about 2 seconds or so and is smooth as glass with all current settings cranked, runs crysis smooth on high, and lots of other fun stuff. Just wish I had the 45nm version of the processor (:(. Oh, and I got a different case, but I hear really good things about the Antec 900.
the new 45nm duals are much better processors than the equivalent quad. Wonder when they'll come out with a 45nm quad that isn't a xeon...
[quote] Er, then my question remains. What does damage output listings actually GIVE you if different ships fire at different speeds? whats the point of even telling you accurately how much damage a ship does per salvo? [/quote] It doesn't. It's per second IIRC, but definitely over time. If you want to see the salvo stats, look in the .entity's.
do it. do it now. the 45nm core 2s are amazing. cool, energy efficient, fast, and cheaper than my 65nm, which I got in november. it's not fair, I tell you!