[quote]Interesting. I'd never thought of playing it with the mitigation disabled, which would put Advent at a huge disadvantage. Is there a mod out there for that?[/quote] I have modded it myself its not that hard thing to do. Just set it to steady base value with no increase or decrease. That way you can also indirectly alter all ship hps by changing the value. The only thing you may need is to increase hps of capitals/battlestations a little bit, because they lost t
ShotmanMaslo
Dont try to understand it, just disable it :D [e digicons]:thumbsup:[/e] I have done so (also increased ship HPs a little bit to compensate) and I think the game is better without it, more action packed and less complicated and unrealistic, and and most importantly the battles dont take eons like before ( I actually see more than one explosion at a time [e digicons]:D[/e] ), but still you are able to retreat or call reinforcements in time ( without mitigatio
I like the idea and dont think it would be unrealistic. We can already shot down space satelites. The advantage of ground based weapons is obvious - much more energy, ammo and infrastructure support compared to limited supplies on warships and also cover-up(its not easy to pinpoint exact location of missile launches from space because of the atmosphere). It would add even more combat depth into the game, so why not? [e digicons]:thumbsup:[/e]
Lugh - I strongly disagree with you. "Capitalism is based on EARNING and buying whatever you can afford." Trust me, you dont want pure capitalism. You dont want pure communism, too. A hybrid system provides best of both worlds, and is called social capitalism. "Three real mandates 1) Protection from foreign powers 2) Upholding constitutional law 3) Administration of those duties through t
N3rull - I am not talking about rendering all effects in the galaxy, thats of course insane.. I am talking about rendering all effects in currently zoomed in gravity well... Couldnt these effects be rerendered faster than in almost 8 seconds? Why are the particles spawned over this huge amount of time? They surely can be loaded faster. The same applies for example for engine trials. As soon as you zoom into the gravity well, the engine should load all particles and renders them as soo
So not a bug but a feature? I dont think the performance hit would be so big to justify this kind of overoptimalization.. I have an old R9600 graphics card and no slowdowns even when I look straight at the effects. Fix it pls, its so disturbing and ugly... If other, even more graphically intensive games can have persistent cloud effects, why not sins?
Whenever I turn the view away from some effects (wormhole, plasma storm, mag. clouds) and then turn it back, the effect is not there for short amount of time and then slowly reappears. WTF?
Great ideas Sirth! Id love to see this implemented! [e digicons]:thumbsup:[/e]
Totally agree... All carrier capitals should have more squads than carrier cruisers even at Level 1. They are bigger, arent they? lvl 1 4 lvl 2 4.67 lvl 3 5.34 lvl 4 6.01 lvl 5 6.68 lvl 6 7.35 lvl 7 8.02 lvl 8 8.69 lvl 9 9.36 lvl 10 10.03 Heres the solution by EadTaes. Apply this to all capital carriers, especially Sova, which is just laughable now...
Great! btw.. Is there any way to get rid of the corpses without loosing beam and ability effects?
Why disable all abilities in mag. clouds? They are supposed to destabilise antimatter, so only AM abilities should be affected. Efectively disabling starbases in Mag clouds is bad, because it will take part of the action away from them. In fact, they were my favourite spot to build starbases, cause Argonevs doesnt have any useful abilities so it wont hurt them anyway and attacking ships are at a disadvantage. This also breaks some traderoutes going through them, or not? Now you cant do almost
Kaltes - u can generate map in the map generator, then edit it with GalaxyForge like I did... Worked for me.
[quote]Add some sort of events. Like random black holes opening up somewhere or a super nova, I think I seen a post were someone suggested very good events. This could open some new multiplayer options such as defeat the enemy before the black hole consumes all of you and every 30 minutes the game is going the black hole growth rate gets doubled or something like that. or maybe there is a artifact some were in the game that lets you research a way to stop a black hole which cost money and tim
Ive got a little problem.. After I load my map I immediatelly get defeatscreen... And yes, I have put map file into C:\Documents and Settings\Username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Galaxy folder.. I have entrenchment 1.01. And I have no galaxyforge tab in game, even when I create the folder... Could this be because I created teh map in map generator and then edited it with GalaxyForge? Teh map file: http://www.easy-share.com/1906711588/fsfs.g
[quote]I've noticed that many people want cloakable ships to be able to sneak around, but there really is one way to provide all that without having cloaking. Simple: fog of war. We're all familiar with it, from Civilization to Age of Empires, but Sins doesn't have it. Sure, you can't see enemy planets, but I'd say that jumping into an enemy or uncolonized system shouldn't allow you to see EVERYTHING in the gravwell. POssibly it could be made so that ships can only see a little bit at a time.
[quote]now about them. 2. If you want to add another expansion, then market to the demand; to do that, look at what is popular already. Look at 7 Deadly Sins! Do this, only more of it! Or perhaps less of it. Even just an expansion with only enhanced planet types and more planet types alone, heck I'd pay $10 just for that! Throw in a couple new ships per side, bingo! Huge sales. Much money! You are not going to sell a Diplomacy Expansion to anyone but the conve
[quote]Sure ship names would be nice, but what you mod to have thousands of ships? are you going to spend hours programming in the names sure, you could seperate autoship names by class (as done in Aramada II) but seriously, the String files would probabaly reach 100mb, and it probably won't be even filled with all the names you wanted.[/quote] Ehm... maybe u didnt get me.. I was talking about ship name lenght limit (in characters/letters), which is currently set to 13 characters. Tha
Id like to see multiplayer supported. Its a llittle boring against an AI al the time...
[quote who="Shadowhal" reply="7" id="2297001"]Quoting ShotmanMaslo, reply 1I have already posted some of these on the forums in the past, but they should also be here on the official suggestions thread i think: - Why is the limit for ship name lenght so strict? I cant even name my ship TDN Prometheus or TDN Enterprise without cutting off last letters. And I can only dream of TDN Tlahuizcalpantecuhtli (destructive god of the morning star, dawn, and of the east - Aztec mythology). At
I have already posted some of these on the forums in the past, but they should also be here on the official suggestions thread i think: - Why is the limit for ship name lenght so strict? I cant even name my ship TDN Prometheus or TDN Enterprise without cutting off last letters. And I can only dream of TDN Tlahuizcalpantecuhtli (destructive god of the morning star, dawn, and of the east - Aztec mythology). At least increase it to something more reasonable... - Temporary cloakin
Soo... still no multi? pls stardock.. You want money, WE WANT MULTIPLAYER! so give us multiplayer, we will give you money... that simple.. or make GC2 opensource! [e digicons]:thumbsup:[/e] [e digicons]:D[/e]
I cant see suggestions thread so I will post it here.. Why is the limit for ship name lenght so strict? I cant even name my ship TDN Prometheus or TDN Enterprise without cutting off last letters. And I can only dream of TDN Tlahuizcalpantecuhtli (destructive god of the morning star, dawn, and of the east - Aztec mythology). At least increase it to something more reasonable... And a button to name fleets would be cool too imo... [e digicons]:thumbsup:[/e]
Today, I had a migraine attack in school and then a friend offered me some weed. So we went to smoke it and immediatelly after first few minutes the migraine was gone. Marijuana cure FTW! [e digicons]^_^[/e]
I was having regular migraines even with visual anomalies before and they disappeared when I started to take Ginkgo Biloba. Try it, its natural, with no side effects and my migraines are gone. [e digicons]:thumbsup:[/e]
..the real question is, what is it good for? just slows down the battles, which are very slow IMO... and its unrealistic.. during the battle, shield effectivity should stay the same or decrease as it takes damage, not increase..