Myles

Myles

Joined Member # 2939377
1 Posts 250 Replies 443 Reputation

It's over 5 times the area of a Civ 4 map! I don't know how much bigger you were thinking, but it's 35840 tiles. Just to put it into more perspective...Even if half the map is water, half of the land is mountains, and there's 32 factions, that still leaves enough land for each faction to have control of 280 tiles. So if each city takes an average of 10 tiles then that's 28 cities per faction even with only a quater of the map colonizable. To me, it seems rediculously large already.

17 Replies 70,290 Views

grunt answered a couple a questions, I'll pick up the rest. Some mods do require better specs then Sins itself, but these req's probably won't be posted because testing wasn't done to determine their minimum specs(they're mods after all). These are moslty mods that increase the graphics of the game and I can only think of 'Bailknight's Graphics Mod' but the graphics improvements from that mod are used a few others as well. You'll still be able to play the mod, but things will just slo

4 Replies 4,258 Views

Even 'fun' micromanagment get's boring when you're doing it for 50 cities, units, resources, ect. There simply isn't a way to remove micomanagment from a game when you enable players to have large empires with complex choices. And I'm actually, well, not a fan, but enjoy the complexity more then I dislike the extra monotonous clicking. I actually think Stardock is going in the right direction by limiting KD expansion rather then trying to dumb down the complexity(even though I was dis

18 Replies 55,771 Views

An easier way is to change the gameplay.constant file in the gameinfo folder of your sins directory(you can edit it with wordpad). Look for the lines with fleetsupplydata in it and change one of them to say 10, and you'll have 10x the fleet supply then in a normal game.

3 Replies 4,119 Views

[quote who="Demiansky" reply="14" id="2387223"] Quoting Wintersong, reply 13 Yes, people will cheat load, but my point was that if you make cheat loading too powerful in favor of the player, you are severely encumbering the AI who is unable to cheat load. Let me illustrate. If you throw the sovereign at every potential battle that you might remotely win and load your game if you lose (or keep reloading every time until yo

37 Replies 81,030 Views

[quote who="BoogieBac" reply="25" id="2382961"]The crux of the issue is that the cloth map is solely for displaying the necessary info. If you start throwing too many colors into the mix you mar this intention. For example, when I see blue, I can quickly determine following... - If it's a blue icon, then it's somethign that belongs to a certain race - If it's a blue line, it's a river - If it's a faded patch of blue, then I know it's arctic land<br

51 Replies 118,965 Views

[quote who="DrJBHL" reply="19" id="2379987"]Naah...Now password protect your computer, and avoid him logging on at all.[/quote] What?! PW protect his comp and move on? That sir(or ma'am) is no way to respond to a prank. Vengance must be taken, revenge had, and victory relsihed.

63 Replies 192,242 Views

While I dont have the beta yet(I've been very busy since it came out and cant give myself an excuse to be lazy) I have to say I would prefer non-instant movement. It annoys the crap outta me when I accident right click the wrong spot and have to turn the unit around the next turn.

10 Replies 40,738 Views

[quote who="Alpha_Sniper" reply="1202" id="2374887"] Quoting Alpha_Sniper, reply 1050I cant find the entity.manifest to replace it with the patch updates. Im qouting myself for emphasis, I still cant find it, so I still can't play the patch [/quote] You shouldn't have to do anything with the manifest.entity file. Just put the SoA2 mod folder in your entrement 1.03 mods folder and you should be able to select it from the mods menu in game.

1,969 Replies 4,034,972 Views

[quote who="Thrawn2787" reply="23" id="2373903"]One thing concerns me Beta 1C: Initial AI system Implemented So what about the betas before that? No AI? What? Just a little confused here Other than that, I can't wait for beta 1 so I can complain about it not working ( I think that in beta 1A and 1B you will simply pla

70 Replies 239,426 Views

[quote who="SyDaemon" reply="19" id="2372885"] As others have said, it's a mutation and not evolution. It simply proves gene theory; that all life based on the same building blocks which are passed down from generation to generation. How those genes got there/started reproducing is debatable depending on your views, but it's quite clear that either God created everything using DNA, and in snakes included a supressed gene for legs, or that evolution is true and that at some point long ago

70 Replies 279,346 Views

[quote quoting="post"] http://www.telegraph.co.uk/earth/wildlife/6187320/Snake-with-foot-found-in-China.html Interesting. A snake that has a 'foot' (or hand or claw, depending how you might classify such things) growing out of its side. Does this confirm, or deny, the theory of evolution? On one hand it confirms it, since we can see a change in a life form from one generation to the next. (whether it can be passed on to another generation will probably h

70 Replies 279,346 Views

Relik - Before Wednesday the only modding I had ever done was adjusting values to damage or hit points. Wednesday afternoon I decided I didnt like one of the tech trees in the Sacrafice of Angels 2 mod. With no prior expierience or anything, I moved the entire tech tree around, added a ton of pre-reqs, and completely removed one tech, spending about 4 hours in the process. Just open the game research entity files after you convert them into text and the insides are self-explanatory. C

3 Replies 2,208 Views

Great mod guys! I've been following the mod for a while now and this is even better then I thought it would be. Only one minidump after 12+ hours of play. One thing I noticed though was that the Fed's tech tree was quite conjested and really, well, messy. So this afternoon and into the night I redesigned the tech tree just for the hell of it. Almost everything is the same as far as tier level goes, I think only one or two techs changed. I did remove one level of pusle cannon upgrades.

1,969 Replies 4,034,972 Views

[quote who="Burress" reply="34" id="2365430"] Quoting Ron Lugge, reply 29 Sounds pretty bare bones. What exactly will we be testing for in betas 1a and 1b? Engine. Does it crash? Does it run well? Can it survive alt-tabbing? Etc etc. I hope not. I was under the impression we will be primarily testing gameplay features. I haven't read about them wanting people for the purpose you stated, though I am sure t

74 Replies 140,043 Views

Graphics only equal gameplay up to a point. Yes you need some kind of graphical interface to play games, but once a certain level is reached, improved graphics are simply added eye candy which doesn't improve how battle are fought, cities are improved, or units move around. The best graphics in the world don't make the gameplay any better or worse then what the game is at its core mechanics. It makes it nicer to look at the first couple times, but after that if the underlying mechanics aren't

58 Replies 38,969 Views

Sins requirments are far from a hard limit. I was able to play it on a stock Sony VAIO bought in 2004 with an intergrated graphics card and 512mb ram. It ran fine until 300+ ships jumped into a well to duke it out.

11 Replies 42,532 Views