I just sent you a PM. [e digicons]:thumbsup:[/e]
SpardaSon21
I'll take a closed beta key, please.
Zombies, I'm looking at your SVN instructions since I want a friend to be able to download Sins of the Fallen and you seem to be missing a list of the available mod folders for them to access through SVN. Never mind, I'm an idiot. Disregard.
Have you considered buffing the Colonial Jupiter Titan? It seems to suffer from a lot of the same issues as the vanilla Ankylon, namely low damage and poor fleet support abilities. For what it costs 2 Mercuries are a much better investment in terms of damage, support, and strikecraft. EDIT: If/When you get around to racial relationships, the Hypercorps should probably have a bit of a penalty when dealing with the Colonial Loyalists due to resleeving being too close to Cylo
SotS1 with all the expansions is definitely what I would consider "Intro to 4X for RTS Players". If you read the manual (I cannot stress this enough!) and play with randoms off its an easy enough move from Sins to SotS, assuming you're a Sins of a Solar Empire player.
I bought XCOM: Enemy Unknown and Fall of the Samurai. I'm now $51.75 poorer.
[quote who="GoaFan77" reply="35" id="3286938"]Given the choice, I'd rather Stardock add better 4X and strategy elements rather than focus on tactical combat. It could be better balanced but Sins has the mechanics for a good combat system. I'd rather not see things like hardpoints get involved, Sins is too large scale for that. A bit more dynamism would be nice, but things like turrets I totally don't care about. Firing arcs I only care about from a modding angle, if they design th
That's a very nice space battleship.
An ability on a planet is a bad idea since that means if one of the Younger Races manages to take that planet from the Vorlons or Shadows they're stuck with the massive hit to population and can't get any bonuses from occupying the Vorlon homeworld since otherwise the Vorlons would get it too. Like I said above, a research subject for the Elder Races (Vorlons, Shadows, Minbari) that has a negative baseValue entry for maximum planet population (this means at game start they'l
I think we're all wanting Sins 2 to be Sins just with better tactical combat, 64-bit capability, and multithreading. We don't want Ironclad and Stardock to reinvent the wheel because then we get Sword of the Stars 2.
A race has units assigned to it via its Player .entity file. That's right at the top of the file under the Entities heading, with sub-categories in that for Planet Modules (structures), Titans, Capital Ships, Frigates, and Research Subjects. Units in the Frigate heading are always built by that race's frigate factory, with the first page being the "Frigates" page in the user interface and the second page being the "Cruisers" page in the user interface. Cap
I'd definitely like formation settings, turreted warships, proper z-axis implementation, control over firing and ability arcs, and combat that doesn't resemble Napoleonic firing lines. I'd love to see Sins 2 copy some of the tactical movement mechanics from the first Sword of the Stars while not copying everything else (and nothing from Sword of the Stars 2!) since that would just make combat not very fun. If Sins 2 has to reduce the number of ships available to a play
Using the baseValue entry for this research you can give the Vorlons and Shadows an automatic substantial penalty to all planet populations which then is partially mitigated by actually researching it.
That's a lot of work in only four days. You could churn out a rough beta in only a couple weeks.
Nomada_Firefox, it looks like you've got a fair amount of models made and a pipeline to convert them into a Sins-usable format. Any chance you'll end up releasing them as part of a mod?
Someone who does textures for Sins correct me if I'm wrong, but I think you can use DXT3-format image files in Sins, so there's no need for you to do custom bump maps all over again.
You're only supposed to load one militia race at a time.
90% of the time Sins freezes its really loading and can't do anything else. I've had extremely rare freezes where my entire PC locked up, but I've never actually had Sins completely freeze during loading. Unless Sins is installed to a solid state hard drive, expect it to take a while to load all the assets, especially for a large mod like Sins of the Fallen if you're loading three or more races.
Does it freeze or crash, and on what loading screen does it freeze on? Sometimes Sins takes a while to load data which can look like a freeze even though its working.
I just knew someone was going to make that reference...
Considering we're still on Entrenchment where the AI can't build them, there's no reason to at this point. For the Rebellion release where the AI gets massive cheats on Cruel and Vicious in addition to our own extremely powerful AI-only researches and will be able to fast-tech to superweapons in record time, we may end up just removing them all together since 7DS already adds a bunch of unstoppable late-game super units, and that's before we start scaling Rebellion's
Yeah, you definitely need to turn down the spec mapping on them.
I thought the Empire had a strict "no disintegrations" policy? I kid, I kid. :P
No, they were not boosted in Rebellion. All the Capital Ship Enhancements do is give the non-Rebellion capitals their original DS stats back, including their ability to carry elite strikecraft, EWS bombers, and gunships. Yes, this means the Corsev, Discord, and Rankulas aren't feasible choices anymore, but that's a small price to pay for the other five capitals a race has becoming much better.