Is a Distant Stars Forge map creator available for download that includes everything in DS? I'm working on a very very large map ... and I'd like to make the map for DS.
boshimi336
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So far so good. Even before the scramble bombers boost as a Vasaari player I always have the carrier cap as my opener. Carrier, Battleship, Carrier are my usual open trio. Still seems very viable in this build while not being over power (thank goodness!!!) Also, a HUGE thumbs up on the way planet icons are displayed on large multiple star maps. This makes huge 150 star maps actually playable. Very excellent!!! I'll be testing out some more stuff this weekend. Mostly map
I really hope that a lot of these simple texture reductions make it into official patches. The game devs really should take advantage of the community reducing a lot of the memory usage for them.
I won't be able to check this out until saturday evening ... I'll download now and let you all know later.
Revising mods after patches has always been the name of the game. I fail the see the problem. Archive the version install you have now so you can continue to play it. *shrugs*
Alright now that we have a list, can the OP be updated (and have the list color coded) with what we have, what we're working on, and what we need? I can then search out reference material for any item that is currently in need and does not have visual references.
I'm currently North of Wisconsin ... we tried to send the snow down to you guys the other day ... we almost got you too!!! Sneaky rascals you are. [e digicons]X([/e]
Agreed.
Yeah, I'm glad you can turn them off now. It's been a really nice feature for a really long time. :-)
Ibgsloan has a very valid point. Priority on Vasari Carriers on what to build as well as fixing the Aggressive AI's tendency to completely ruin it's economy as well as the Fortifier over using mines should be looked at.
Having purchased all five seasons of Babylon 5 (currently half way through Season 4) and working my way towards all of the movies afterwards, I have to say that this mod project has definately caught my attention! Is there a list of all available ship classes for a certain time period (say, 5 years previous and post of the series, over a 15 year span) that you can put up that you have models, textured models, no models etc for? If it would help I
Did you really have to ask that question? I don't want to know!!! [e digicons]X|[/e]
Wouldn't we then have the same issue we have before with mines individually checking to see if something is in range?
Essentially there is a delay from when the mine is built to when it actually becomes an active and viable weapons platform? I like that idea very much.
https://forums.sinsofasolarempire.com/?aid=375477 Read Post #3 It was supposed to happen but nothing ever did. Still waiting. [e digicons]:'([/e]
[quote who="Greg30007" reply="59" id="2875372"]As said before pirates should attack all players that have bounty on at the time of raid launch. [/quote] I third that!!!
I'm not necessarily convinced about mining phase lanes. I'm not also not necessarily convinced about 'bottle-necking' phase lanes while in transit either. One thing that needs to be taken into consideration is the AI as well as all the relevant calculations that need to be made by your computer. While mining and bottle-necking phase lanes might fall under the KISS ideal, it brings up other issues. For example, will this affect only enemy, or friendly? If it also affects
Freelancer!!!! http://discoveryfl.com/
[quote who="myfist0" reply="40" id="2871221"] Good points Greyfox. I like the idea of invisible mines but how would we balance?[/quote] First off I believe if we go the invisible route TEC would have the best advantage but would also be the most balanced. They are big, time consuming to build and would likely have the largest explosive radius. Being invisible would actually be a huge benefit and would in and of itself help level the playing field. </
That's the way things work. To be honest, I'm getting a little excited about this update. [e digicons]:drool:[/e] I have a huge map project that is on hold until this patch comes out. I'm so stoked!!!
Agreed!!!
Planetary Militia forces. Distant Stars mod does a very interesting take on these forces at neutral planets with defense forces. They use ships from all three races, not just the TEC. Likewise, perhaps the pirates, truly being pirates, would be able to do this as well? I like the idea of militia forces as well as Pirate forces having a mix of all three of the races ships.
Noa, currently there is a hard 2gb limit. It doesn't matter how much ram your system has, as soon as Sins hits that 2gb limit due to high graphics on large maps and a combination of other things, it will dump. I've run 10 player games (9 AI and myself) with graphics on low without much problems. Currently the Sins Optimization Mod drastically helps reduce the amount of RAM that the game uses. It reduces some late game lag as well as allows the game to run smoother for l
Bummer. :-(