my only complaint about sins so far is the missions, they do not seem to mesh well with how diplomacy to me should work. Hopefully the diplomacy side is on the top of the list as far as updates and new features go.
Kcissem
Anyone know of a good DDS converter that works under vista? I have photoshop on my mac but need a way to easily convert dds textures to psd format which i can't find for a mac. The obvious DDS Converter 2.1 that most modding communities uses doesn't not work under correctly with vista. any suggestions would be helpful, thanks
[quote]Thanks for the reply. I should have followed the development of this game on the minute level apparently before purchasing. I heard good things and I see good things in the game, but the pirates are a huge part of the default settings. You can't play random maps without them and there is no indication which pre-made maps don't include them. Randomness is NEVER a substitute for innovation. Pirates randomly effect the game. Its not pleasant, but some people enjoy the idea
[quote] Let's do an unscientific poll: Who here would like to see a game setup option of: A) Toggle Pirates off on (easy to understand) B) Slider setting Pirate strength (more flexible but more complicated) C) Keep it as it is. [/quote] C, keep it as it is for the ones who like it, there's plenty of ways already to reduce or get rid of pirate attack altogether
[quote] Just curious, did you test it? Might just be the trigger for the actual warning, not actual departure? [/quote] yes this was tested to make sure changing these still worked in the release version, the beta did have different but similiar demands, i changed the firstwarning time to 3600 and the pirate screen started to cou
As i stated in another thread this is how you can change the frequency between attacks, the file in question is not in binary and no forge tools is needed, just notepad. goto your sins of the solar empire/gameinfo folder, open the file called gameplay.constants and search for these lines firstWarningTime 900 normalWarningTime 720 Change values to whatever you want, but make a backup copy just incase
[quote]i have noticed though in the retail the pirates are a bit more of a pain now than they were in the beta. they are a bit tougher now and im not sure if its just me...but they almost feel like they attack a bit more often too now. it doesnt really bother me too much since sometimes i just let them come and use them to knock up some experience on my caps...but i do tend to lose small fleets early on against them because they are a bit more powerful than i can handle at times considering im a
[quote]I think theres a little variation as to the actual times, I think those are just values. [/quote] i think they are exact in release, according to the pirate interface it restarts the countdown everytime at 12 minutes once the first attack happened. In beta the lines were different, they were something like mintimebetweenattacks to maxtimebetweenattack, something to that effect anyways.
[quote]awesome , thanks. I assume those numbers are real time seconds? [/quote] yes they are, 900 is 15 minutes for the first attack, then after that its 12 minutes from there on.
[quote]I understand and like the concept behind the pirates, and when I get attacked by them, I try to look at it as an opportunity to level my capitol ships, which seem to slaughter them fairly well. My problem is with the frequency with which you have to play the eBay mini-game with them. Instead of snarky comments, can someone post the line and the file where one can change the frequency manually until they put in a slider? <A href="http://cgi.ebay.com/PLAYMOBIL-5775-PIRATES-ATTACK-2
[quote] I see. Its inconceivable that someone would find random fleets of space Pirates to be slightly annoying in a space strategy game? Let's say that I wasn't even interested in the game's immersion (where giant advanced fleets of space buccaneers seems ridiculous). Let's say that I wasn't even the type that preferred a sandbox type game where I can develop a large empire and challenge a few reasonably intelligent AI opponents. Let's just say I was a RTS junkie. Wha
[quote]So the only way to play a game without the Pirates is to design a new map any time I want to play the game and leave them out? Doesn't that seem an excessive amount of work to turn this "feature" off? [/quote] not really it takes maybe 5 minutes to get a random map made using the ingame map designer
[quote] Just make a map without them if you don't like them I pay people to make games, not to give me a map toolset. [/quote] sorry to say that is what you paid for then, they can't make everyone happy which is why sins is heavily moddable
you can do what the poster above said or you can mod it and change the time of first attack and reocurring attacks to some huge insane number so you will still have pirates but they shouldn't attack until that first attack timer runs out
[quote]Just a point: why are the entire maps referred to as galaxies? aren't they just a collection of 3 or 4 stars? That's too small even to call a star cluster. [/quote] sins is not a game based on reality.
[quote]Can you please release them already... I'm just a noob when it comes to modding. I need editors. PLEASE.. Pretty please with a side of Patron on the Rocks. [/quote] i'm with you, was hoping to see the tools available when i got home from work today. I already have a few things i'd like to do but need the tools to access the files that are binary. Luckily i have patience to just keep clicking reload on the download page :P
[quote]Tell me if its just me... 1. The game is painfully slow to play... Like not buggy slow... Its just a slow game. 2. The pirates thingy is seriously out of control... Mainking the game really annoying to play. [/quote] 1- gameplay is a personal preference, to me the game play is way too fast. 2- you can mod the length of time between pirate attacks to how ever you want in the gameplay.constants file in your gameinfo folder.
[quote]I am shocked no one has said what the max is it, did know one look thru the tec tree to find the max? [/quote] max cap is 2000 as everyone expected
i haven't played yet, waiting for the forge tools, i gotta tinker first, play second. But the few times i just checked out a few mins of gameplay gotta say the advent are my fav race so far.
[quote]how big is the DL [/quote] I'm not sure of the size while unextracted, but completely installed my folder states it about 1.5 gig extracted.
[quote]for them whos downloading was is the estimated time [/quote] my download took no time at all, in fact it was almost as quick as the installation, of course i was averaging about 800 to 1000 kb/s.
while my install is extracting i'm curious who's looking forward to the complete forge suite other than me? I tend to tinker with games more than actually playing them.
[quote]Unbelievable not only do alot of BUY NOW people have it before me and others who preordered it but even the pirates have it before us now... Stardock what the hell are you playing at.. Home early from work now i can't play it [/quote] This isn't surprising and this is coming from someone who years ago had access to a bunch of 0 day/minute ftp dumps where products would be posted almost the minute it went gold weeks before retail release. I really do not know how the sce
I'm just missing around with the galaxy files one question i do have is how the planet count works....for example on the random huge galaxy there is 30 planets and 5 stars, does this mean 30 planets per star or 30 planets divided among the 5 stars?
Yes i'm aware of the game speeds and how simple it is to modify which is why this is something i will do on the release version the day it comes out(already done it to beta). I have been playing around with beta for about a week now and the default slow speed is still too fast for my taste. It only takes 75 seconds to build a capital ships, 30 to 90 secs to upgrade techs, 30 secs or so to build modules. To me those times are way too fast and needs to be lowered by quite a bit including movemen