All technical problems have to do with CPU usage and all games should "run" on [insert power of 2] cores automatically despite having no actual use for those cores. It is likely that developers, frantically attempting to address posts about games not running well on their quad-core systems with integrated graphics cards, will run bubble sort over and over on a random list of thousands of numbers to please their early-hardware-adopting fans. [/hyperbole] Message to Internet: de
hydrocarbn
[quote]be nice, he had a valid question and came here for a answer, no need to be all snippy at him. ... look here boy ... read my post : i gave him a very detailed answer ... my last paragraph was to give him a hint that he did not have to compose his posts with such big letters ...BE NICE YOURSELF AND STOP PATROLLING & MORALIZING[/quote] [img]http://imgs.xkcd.com/comics/duty_calls.png[/img]
You don't understand. Even if the mods' guns, strings, what have you could magically be merged, you'd be asking every major mod team to balance their mods against each other, account for differences in play style, and all sorts of other things that aren't possible or even worth the time to implement. If you want a Star Wars vs Star Trek vs Galactica mod, you will have to create it from those three mods, merging it and balancing it yourself. What you are talking about just isn't possibl
- Modders can now change ship count per page of factory, up to 8 ships per page - Modders can now add more pages to the capital ship and frigate factories - Modders can now add more than 5 capital ships to the factory - Modders can now define custom EntityTypes (can add leveling, etc to frigate type for example) - Modders no longer have to copy unchanged files into mod folders
You can just delete the Player*.entity file to remove a race. Though this is a pretty idealistic notion. Mods will edit the strings files, types of guns, textures, meshes..you can't just plop them all into one folder.
In the beta, often when we messed something up in mods we'd get a nice popup usually telling what went wrong. Missing string IDS_ or missing weapon point X or whatever. Now, that's been replaced by the icy, indecipherable minidump, which only happened in the beta when you REALLY messed something up. Why exactly was the (far superior) error handling removed for the retail version?
Yes, this is axactly what I'm doing for Dawn of Victory. A lot of them can just be scaled up as the mesh afaik. Dunno about the mouse thing, but the rest are definitely possible.
Stupid. I need to know what planets to send my huge cap to (ice, terran) and which ones to send 3 light frigates to (asteroids, anything with one siege and one light). If I don't scout, I lose time and end up mis-matching my forces.
Hi: Could we use the part of your mod that removes the "galaxy trails" in Dawn of Victory? You would of course get credit in the readme.
[quote]rightful Aires[/quote] I hope you've got the Fresh Prince on your side.
We are pretty much doing this in Dawn of Victory..maybe at max 4-5 planets per star but a lot of stars (we have a huge map). So far it's gone well, allows a little more strategy.
I encountered one player who got the Vasari bounty bonuses and then put bounty on someone, recouping it + bonuses when he blew up their stuff. That was a pretty neat strategy.
AI are jerks, play mp. I know that's a terrible answer, but the missions are terrible. I've been thinking about making a mission mod, though..
The AI are stupid jerks and if you don't do their impossibly hard missions at the start of a game they will beat the living crap out of you. Lock teams or play MP.
I'm going to get this addressed some way or another, inno. :)
Page file does little. It's basically the backup for when you run out of RAM, storing RAM data on the HDD. Having a too small page file will usually just knock you back to the desktop with an OUT OF MEMORY error. It's much slower than RAM and with RAM prices so low, it's stupid not to go out and buy at least a gig.
That's lovely but i think you missed the point of siege frigates which is to secure planets after the fighting is over, not to play chicken with fighters. "hay guys halp my colony ships are getting destroyed, next time i guess ill just use the colonize cap instead because it doesnt die in one LRM hit"
The Advent suck. Now tell me how to play them.
[quote]You don't "get" Sins of a Solar Empire.[/quote] hay guys u kno if u dont leik the game u shuld play barb or sumthin lol I'll gladly make a PJI ship if someone wants it.
[quote] Once your capital ship is complete, give it the colonize ability to avoid wasting resources on a missionary vessel[/quote] I usually get the shield one first, because that way I can use the mothership to take on insane amounts of local militia and snag Terran planets. By the time you blow up all the militia, you usually level to 2 and can get colonize.
Advent are definitely best played defensively. I'll usually turtle up and attack with culture, get some trade ports down. Then I can tech really high in weapons and get good Illum upgrades and then go rampaging across the galaxy with some Illums, motherships, and drone hosts.
[quote]Sorry, lol. Was in a hurry to eat and saw this mod. Trying to expand my retinue, by mapping well maps for mods heh.[/quote] Well, we could use a mapper, because my GalaxyForge is messed up. Talk to Swiss. [quote]But where are the space ponies?[/quote] they got massacred by the space nazis
[quote]I would gladly make the map of the Dawn of War Universe! PM or email me if needed.[/quote] ...this mod has nothing to do with Dawn of War?
[quote]lol but all he had to do was destroy your broadcast stations. there would be no epic lol's if he had done that. and of course, if he had built broadcast stations of his own, it would have counteracted yours.[/quote] Note that he was tied up at multiple planets and neither he nor his ally could successfully send their fleet anywhere without being attacked on their flank by mine. It was more of a "I'm tired of fighting this guy, so it's nice to see his homeworld get flipped so I
[quote]Why is this even an issue? While they're spamming a tard fleet, you can be building a far more powerful balanced fleet with all manner of special abilities.[/quote] And then that fleet can be ripped in half as the ships that are good against the spammed ships survive but everything else ends up as floating debris.