That sounds more like TR territory though..
Volt_Cruelerz
Adding in new ships would be something that I'd be interested in provided I had assistance. For now, I can only change stats/entities of existing ships/techs or add new ones.
That would be... Yeah, that DE would definitely be a powerful superweapon after that one... [e digicons]:omg:[/e]
Model, yes. Skin, no. Why?
I'm working on something.. Here's a rough draft of what I have planned. I may add or remove things as I go along. Things with // are things that have been decided against at this time, things with > are on hold, and things with - are done.
Yeah, trying to make friendly ships attack each other crashes the game. How are you making them join your side temporarily?
When I say game-ender I don't mean it immediately wins the game for you but it is a really hefty military/eco bonus. Oh nevermind..
[quote who="IskatuMesk" reply="30" id="3197577"]Sometimes you need to take a break if you are burning yourself out in that case, Volt. Passion is a requirement, not just an option, for making quality content. If people are finding they don't have the passion to work with something down to the finest details, and they are finding that the work is becoming more of a chore than living a dream, it's time to part ways - at least temporarily.[/quote] Agreed and that's what happe
[quote who="Yarlen" reply="100" id="3197458"]We're looking at some time in August right now for the next update. [/quote] Early, middle, or late August or no idea? Just wondering what your progress is on it and hope you guys haven't run into any bugs that are thwarting your progress.
Wait... Version 1.0 Vanilla Sins as in.. You've never updated in 4 years? [e digicons]:omg:[/e]
AR does apply to the Vasari as well but mitigation against Vasari isn't exactly useful..
I too have seen a lot of the laziness; another dev team I'm on had some really bad issues with that earlier this year while working on our action-RPG. The fact is, a lot of blood, sweat, and tears goes into programming and debugging a game and even moreso an engine. The aforementioned team I'm on built its own engine (I was working on different components at the time, so I don't have more than a couple lines of code in the engine). Whenever those
ARISEV: Supply Pact was mentioned not because it was useful frequently, but if you get it, it is a game-ender. Juletron: So what would the DE do then, be a remote Embargo? Idk if I really like that all that much...
Always great to have new blood around. Welcome! [e digicons]:thumbsup:[/e]
I'm sure that any Sins II would be multi-threaded, but it would never be done by the dev team for Sins I.
[quote who="Jythier" reply="12" id="3197139"]Wow, they had to cut a race because it was so unbalanced?[/quote] Well, the MP community did. In the game, you can create very powerful defensive starbases. Since an earlier micro-expansion, these have existed and one, namely the Orkulus, has been able to move around its own gravity well. One faction in the game in Rebellion gets a tech that allows these Orkies to jump from gravity well to gravity well, making it effective
[quote who="SemazRalan" reply="8" id="3197209"]Do not let the Mecha-Lenin die or he will split into billions of Nano-Lenin and then we are all doomed![/quote] Well, at least now we know what is chasing the Vasari. [e digicons];P[/e]
Sel, I figured you were vaguely serious, liking your idea of chaining damage but saying so in a joking manner. I did read your original post and found it fine honestly.
I did mention TAR. I guess you missed it? IaI got mentioned because it affects the entire battle, not just the enemy frigates. Supply Pact drastically reduces upkeep costs and increases FC, so it is very good. Ancient Retribution is also very powerful. The Kultorask only affects frigates and is worthless against anything bigger. And how many times were you thinking of the dead-frigate-culture-buff stacking? Maybe it's just me, but
Goa, in RR, I removed the "PhasedOut" status from POH when used on friendly and removed a few others to enable movement while "phased out." An idea I'm throwing around in my head is that Gravity Pulse and Phase Cannons could work with POH to deal bonus damage to ships phased out.
[quote who="ItchyTasty" reply="17" id="3197051"] Quoting Volt_Cruelerz, reply 15Game performance is always limited by code. That's an intrinsic part of programming video games. Just because the game can do something doesn't mean you should.the fact is, playing with that many AI's IMO isn't even that fun. I prefer smaller games. If you're one of the people that wants to play massive weeks-long games, then I don't think the lag is going
Game performance is always limited by code. That's an intrinsic part of programming video games. Just because the game can do something doesn't mean you should.the fact is, playing with that many AI's IMO isn't even that fun. I prefer smaller games. If you're one of the people that wants to play massive weeks-long games, then I don't think the lag is going to be that big of a deal to you anyways. The game functions and isn'
Sel, read my first post again. Phoenix, neither is Snipe. Snipe is just able to engage from accross the gravity well.
The thread's intent was to discuss Rebellion techs as demonstrated by the things you posted for the others. You violated this when you came to the Vasari by your mention of phase stabilizers. Recall that the Vasari are the mobility race in the game and have been since vanilla. That is a significant part of their theme. Also recall that for the cost and fleet supply, their ships are inefficient. Also, you referred to The Maw as a "fear-me" te
Umm.. Magnetize is an overtimeAction to all things in the radius. That would force you to only focus-fire one ship at a time which wouldn't work either.