We're working on getting Beta 5 out the door, I'm already working on something that might make it into 6 or not, but Beta 5 has 7DS versions of the current maps and a couple of new ones.
HouseRalan
MP is improving... How many Psych visits is StarClad covering?
lag should be low, the ICO server is beefy and the number of players left is really low.
Btw, welcome to the SOASE ultra-competition among the 50 who still play multiplayer. I still can't (*^& believe StarClad thought that strict MP would sustain the game and a campaign totally unnecessary -because all the companies who came before and put in a good campaign were noobs.
what, it's an advent version of a missile battery that is designed to toast orkies well done. Minor adjustments can make it mobile and able to phase jump into enemy gravity wells.
of course, Dunzel, you have asked 7DS if you can use their/our material. Private use is one thing, have fun. Combining multiple mods and releasing 'your' mod of their mods... not cool without permission.
[quote who="Sinperium" reply="26" id="3018584"]Do you want a good game with fewer bugs or a sloppy game with lots of them? No one promised it on anyone's birthday. Just look forward to it (but a date would be nice). Please keep in mid too that Stardock is "The Other Guy"--they aren't EA with a multimillion dollar development pool and fifty prgrammers working all at once on it. When they become gaming monoliths we can start to gripe [/quote]
plant turrets near phase entry and blow them up. more fun.
I would have figured the Advent for that propulsion particle scheme...
they are designed to generate ships from antimatter or fleet beacon them in. antimatter spawned have expiration time so they blow up. The Okun BC doesn't have expiration time, but can beacon ships in to its gravity well. Fleet Beaconed ships don't expire, but use fleet cost unlike the antimatter spawned ones, they have abililites and are generally tougher. KohrAh have the best shot with FRIED against Arilou spammers, as do Atlantians with Spatial Compressor.&nb
just get around the ship and nuke their homeworld. :)
Nothing but pure WIN m8.
It'll make a nice Easter gift or perhaps Halloween gift. The release date is set, but those are always shifting.
Karma is indicator of forum skills. Ladder's nice. Solar System conquest would also be cool. Just gotta make a map that shows the 3 empires, buffer zone of conflict, then work out matches whose results actually change the map. That's a bit along the lines of what I expected from the description on the box. Starclad could set the worlds open for battle and if enough are won by an Empire in those conflict zones, then battles could be set further into an Emp
just tried it. I made BuffDeprobe.entity have 3 instant actions, vs spying attacks, probe and farsight... didn't work, but I think I know why. The entityBoolModifier "ProxySensor" isn't an actual instant, periodic, overtime action or entity modifier. Infallible Jump Drive, BuffUnstoppablePhaseJump[race].entity has an eneityBoolModifier "JumpBlockerImmune" which counters the 700% increase to hyperspace chargeup rate. SOASE Rebellion would have
[quote who="Stant123" reply="49" id="3012365"]Due out sometime in the next 6 months. Check back in April.[/quote] HAHAHAHAHAHAA... damn, I meant to quote the robot pic. Why would you get a boner from something that has been described vaguely with features that may or may not actually get in? Well, you're a gamer, women are probably just as similar a concept as REBELLION. We've been shown what might be some great side boob, but it might also be
From my post in a diplomacy thread about Orkie starbases being built outside standard turret ranges by sneaky players. Frigate with ability to deploy a combat turret that is either mobile or immobile, but can only target structures and does ANTImodule damage. Onward... AntiModule Defenses... Advent Beam Turret converted to FrigateSpawnedByAbility without levels -ones that level are one
mobile structures that are not starbases ain't possible. Create an ability that deploys specialized beam turrets that do module damage. DUH! Ability that deploys them can release them but ai is dumb and you'd probably like to dump them right up close to the starbase or at least in weapon range. speed is -1, but if you wanted them mobile to get at the starbase because, like the TEC capital that dumps missile batteries in inappropriate places, you can give them m
no diplomatic crap, just keep the goodies that make the entrenchment aspects better, keep envoys, definitely some upgrading non-capitals if only through research to L2 or L3. Atm, to the best of my knowledge (which is limited), only "FrigateSpawnedByAbility" can be upgradable. Deathmatch mode with set starting tech and maximum attainable tech levels, custom credit/metal/crystal setting, etc... like damn near any game should have.
well, you've posted another thread with minidump problems. Start a single thread for your ALDAR mod and stick to posting in it often instead of in different ones all the time.
Pastebin is down atm for database maintenance or I'd post it there and still might later and post link. I think I found something that might help against probes and spying attacks. I looked in AbilitySpeedBoost.entity TXT entityType "Ability" buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "AlwaysPerform" buffType "BuffSpeedBoostSelf" effectInfo effectAttachInfo attac
small things like at least which mod is a HUGE factor and best to post the issue in their thread or external forums. If it's your own mod, well... not sure what to tell you except mention what you've changed. I mean, if you've gone in and changed 100 files and then ran the game, that's something to mention. I've done that and had to scrap... iirc about 80 files and start all over. If you're tinkering with files, you might tinker with just a coup
ah, that's the biggie then since I play with Dev.exe for testing everything. [e digicons]:annoyed:[/e] On the plus side, I'm getting no dumps with what I sent Danman and in testing new things to which I replied about in a PM to you. Can't say openly mainly because I'm not sure it'll even get into 7DS 2.5, but it's groundwork at least. [e digicons]:X[/e]
https://forums.sinsofasolarempire.com/301418/get;1653945 MaxParticleCount 6000 MaxParticleSimulationsCount 2000 when changed to 12000 and 4000, I find the damn normal stats back in eventually. How do I keep high values?
take the time m8, looking forward to this.