xthetenth

xthetenth

Joined Member # 2822658
1 Posts 303 Replies 1,388 Reputation

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.

91 Replies 97,796 Views

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.

140 Replies 32,184 Views

[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]

91 Replies 97,796 Views

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.

91 Replies 97,796 Views

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

7 Replies 13,485 Views

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.

91 Replies 97,796 Views

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.

91 Replies 97,796 Views

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.

60 Replies 112,956 Views

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.

32 Replies 21,446 Views

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.

12 Replies 22,144 Views

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

91 Replies 97,796 Views

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.

46 Replies 113,388 Views

[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.

62 Replies 104,825 Views

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!

46 Replies 113,388 Views