WORLDSTRYDER I SUMMON THEE
Seleuceia
They get superweapons at a much more reasonable time and their fleet sizes are a little more manageable....you can actually rush an unfair pretty effectively now without having to rely on abuse tactics....
[quote who="GoaFan77" reply="7" id="3477565"]He might show up again if the right person reads this thread.[/quote] Come on.....come on.......I know he's around.......
[quote who="GoaFan77" reply="2" id="3477495"]WorldStryder[/quote] Now that is a name I haven't heard in a long time....
^^ In theory that works for tagging support ships to key assets like caps, titans, and SBs...in theory...I haven't found it to work too well, in part because the autocast of repair abilities is problematic....
Well shit, that ruined my plan.... GUESS I'LL HAVE TO MAKE ANOTHER ACCOUNT
It's certainly easier, but I kind of like it...I think it is about the most you can get out of the AI without making it a checkers game with chess pieces kind of deal...anyone else happy with the new AI changes?
You can always recolor the existing skyboxes if that would be enough for your fancy...
Be even easier to change the phase jump times to enemy worlds...in the player file, you'd just slow down the default jump rate and boost the bonus to friendly worlds...
[quote who="syuvial" reply="302" id="3476414"]Off hand, no, you can't. That's hardcoded engine side. There might be some tricky method where you can have the starbase create phase nodes at the surrounding grav wells, thus allowing you to get around it like that, but that would have other consequences with it as well.[/quote] I don't think this is correct...the original modifier that allowed SBs to jump without phase nodes is still in the game...when the devs changed the VR
I know that your region can sometimes determine your localization...in theory, each localization could have its own .exe, if nothing else to change the strings loaded...for that reason, regions could have different .exe's... How or if region locking affects Sins I do not know....the assert you posted just made me try to think ways there could be incompatibilities...
[quote who="Turchany" reply="2" id="3474771"]I don't think the future is this dark, the community survived so many years it won't die soon I guess.[/quote] Depends on how you define "community"...the MP community can't survive without ICO, though you probably will still see active mods and forums... People will still be able to play with direct connect (which is more stable than ICO), but that's going to be almost exclusively dedicated groups of friends or mod
I know most forums encourage using older threads (provided they are still valid) instead of starting new ones, but here necroing is looked down on even if the thread is still valid ...it's just one of those quirks of the Sins community.... Here it's better to start a new thread and beat a dead horse than dig up a dead horse from years ago...
I am, but I don't ICO...REMEMBER?
Unless things just recently changed, Steam most certainly makes use of regions and it has brought a lot of ire from people who are region locked into localizations they don't want... If the error comes up in SP, then no it probably is not a regions thing unless the dev.exe and the normal one don't play the same rules...that just seems really unlikely though... This is starting to sound like Rome 2's replay issues which have gotten really ugly...
[quote]The recordings that are most likely to cause the problems 1-2 to happen are those flagged by the dev exe on load with Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Core/GameRecordSystem.cpp(144) savedCheckSum == currentCheckSum. [/quote] That makes me wonder if people in different regions have different compilations of the game and if someone went bad with the latest patch in that regard....that's a far-out guess, but it did happen before and required a hotfix.
[quote who="The OP" reply="0" id="3474524"]Maybe the shattered moon or asteroid field will now hold opportunities to play hide and seek with the intelligence gathering forces of your enemy![/quote] You know, this could make some of those uncolonizable gravity wells actually interesting and game-changing...plasma and magnetic storms sort of do that but most of the other ones either you just want to avoid (radiation, ice field) or don't really matter much (asteroid belt)...I'd r
I think someone has a crush on Grimm and Doci....
One could argue advent have a sick advantage for research victory, or TL an unfair advantage for occupation victory...
[quote who="RespawnedTitanL10" reply="45" id="3473946"]Sounds more like a bug in your graphics driver [version]. [/quote] I've played Sins since its release and have played large mods since around entrenchment...over that time, I would have used several ATI CCC versions for an AMD card on a Dell with Vista and eventually W7 as well as several NVIDIA driver versions for a NVIDIA card on a Lenovo with W7, W8, and W8.1...2 totally different graphics cards, computer manufacturers
[quote who="WJC3688" reply="7" id="3473869"]Did you read the topic? I believe I stated that this was a test about the viability of jumping in, sniping something valuable, and then jumping out.[/quote] I read the topic, and I understand what you are trying to do, but just bringing your carriers when there is a larger defending fleet is simply not realistic...if you are Advent, TR, or VL, you would almost certainly want to bring your titan (and possibly a cap) -- the combination of
[quote who="RespawnedTitanL10" reply="43" id="3473879"]People who see PF usage increase/pressure with Sins probably have too little RAM (for OS + game + video if not using dedicated VRAM). [/quote] If your paging file is ~2GB or less, overtime your Sins game will be unable to load textures...you could have all the RAM in the world, it wouldn't matter....large mods run into this issue faster, but it can happen with vanilla, and even for users who have large quantities of RAM (basic
I don't think too many people believe bombers are OP anymore...fighter spam (or 50/50 on bombers/fighters) is much more common since the fighters counter the corvettes pretty well... Regardless, this test really isn't very realistic and doesn't accurately test the strength of the bomber...both sides should have caps and titans, probably some support ships (hoshikos and guardians), and the attacker should have an advantage in fleet supply, not a disadvantage like in yo
Well, apparently if you make the rebellion.user file read-only, it isn't changed when you switch versions...so, I'm using my dev.exe version, and I get a single error that it can't be opened if I run the normal .exe, but it seems to still use the settings I have in there (I doubt it will save any changes I make though).... uimappings isn't working out though since the dev.exe has more hotkeys...at the very least though making it read-only will prevent it
Given similar petty issues like this in GalCiv2, I'm inclined to think it is more a manpower issue....if you look at some of the dev posts in regards to this game and GalCiv2, it seems that some bug fixes and balance changes were done off the clock, which points to a lack of resources/manpower...this isn't the same as rushing a game, it's more a resource allocation issue, something that smaller companies really suffer from...