[quote]All you really need is the ability to script in events[/quote] This is what I'm saying. If a scripting language does not exist in the game in its present form it is highly unlikely one will just poof out of mid-air.
hydrocarbn
What do you mean by "groups"? Not everyone is going to have their ships in groups or fleets.
[quote]BTW, I'm running windows xp and I don't seem to have access to Local settings. [/quote] Uncheck "Hide hidden files and folders" in folder options.
[quote] counter it with heavy military and a good military cap ship.[/quote] Ten minutes into the game? You're forced, with 18 logistics slots, to either get the "heavy military" (LRMs) or actually expand to planets that aren't asteroids. Both take two labs, and you're not going to have the $$$ to upgrade logistics and build the other labs. I explained the capital ship issue as well. Even a LV1 Sova can come grab your income, and while you're fighting it you can get rushed on t
Well..yeah. But it would be a highly variable damage buff.
No. It's a separate ability.
I'm so xtremely disappointed I am xxtremely doing backflips off my xtreme dishwasher.
PS: I tried this and it doesn't work. Like at all. Gameplay exp > spreadsheet navel-gazing.
The problem is that a Sova rush can be countered but ties up your fleet at your home planet which means the other guy can lazily meander over to the planets near you and end up with the advantage while you're still trying to blow up his ships. If you've got an Akkan ion bolting the crap out of his Sova, both of you don't have their cap ships free but he has 60% of your income and the capability to blow up anything you make at a frigate factory (unlikely with all your income being stolen). That m
[quote]This is a really bad place to be. These exploits are known, creating a gap between those who are willing to use them (The 'Elite') and those who are not ('The Casual').[/quote] I call the difference between the 'dicks' and the 'fair players' but YMMV. Agree with all in the OP.
I wouldn't mind doing something like that. I'm pretty familiar with the tools and could make some tutorials (and I have plenty of webspace).
That or it's a memory leak.
I highly doubt this will be possible even with the "new mod tools".
what is this, the sixth thread you've opened? there's a tool to open them a few pages back.
Probably, the FX-60 is pretty blech. If you're getting to 98% CPU load, there's not going to be much to fix that other than closing other CPU-intensive apps. Grab a new mobo and a E8400 :p
There is an accuracy factor - buffs to it will result as Chance to Hit: percentages in the infocard. The ability is not bugged: entityModifier buffEntityModifierType "ChanceToHitAsDamageDealer" value Level:0 0.050000 Level:1 0.100000 Level:2 0.150000 entityModifier buffEntityModifierType "WeaponRange" value Level:0 0.060000 Level:1 0.120000 Level:2 0.200000
I'm consistently seeing memory usage of around a gig of Sins in Task Manager. It doesn't seem to affect performance or multi-tasking (I'm on dual-monitor), but it seems a little odd when most (much more demanding) games are 200-500mb at max. What's up?
Well, it cuts down on the ability to grab anything high-tier as far as planets go. I was rushing for a ice planet and built two civ labs then got crushed by an Embargo player. It's not a bad strategy, but it puts a chilling effect on expansion which is sort of restricting, and there's no way to know in advance. It's essentially a 50/50 chance you'll get your ass kicked by Embargo in the average game.
You need to create an account using the serial that you should get after ordering it. You can't use your SD account information. They're two separate systems.
Patch 1.04 notes: [b]MULTIPLAYER:[/b] A giant red-hot piece of metal has been included with the Sins game package. Plug it into any USB port. When a game is lost, the metal will slam into your eyeballs preventing you from seeing the other player's units. You can change it to slam into your jaw preventing you from speaking as well in Game Options. Pre 1.04 buyers or digital download customers can get the add-on free of charge.
[quote]Personally, I have a lot of trouble understanding why some people think science and religion (or at least Christianity) are incompatible.[/quote] Omnipotent guy in the sky turning people into pillars of salt and impregnating a woman who gives birth to a Jewish guy who can transform water into wine and cure leprosy. I mean, if you're just a sermon on the mount "Jesus was a pretty cool guy he preached all this stuff about being a nice person" sorta Christian it's not too much of a
squadTypeEntityDef:1 "" squadAntiMatterCost:1 0.000000
[quote]You can't vary the prices in the middle of a game.I don't see why that would not be possible. After you select a tech for research the remaining techs would be recalculated. Is't there some research item (advent I think) that lowers the cost of remaining research now?[/quote] You can globally change research times and costs but not do it to a specific research option afaik.
[quote]How about after you choose a tech at a particular level the cost of the remaining techs at that level all double (after you have choosen 2 techs at a level the remaining techs cost 4x, etc.) That would create sort of a tech development channel without completely locking out the other techs.[/quote] You can't vary the prices in the middle of a game.