This looks mighty fine.
Lavo_2
A very interesting read. Surprised to see how terrible Impluse was for SD, though now I understand why it was sold off.
[quote who="Blair Fraser" reply="422" id="3402984"] The thread has been read many times We have more Sins stuff coming up so its easier to include these kinds of changes. I'll take a look at how much effort it would take to allow the radii to be based on the spawning entity if left blank. But no promises![/quote] This is great to hear. Thank you for doing whatever you can regarding this!
64-bit multi-threaded exe with full RAM usage, and have the scale/textures of meshes specified in the entities (especially for planets and ships).
[quote who="Yarlen" reply="88" id="3402440"] Sorry, gang, making the AI moddable is not in the cards.[/quote] Yarlen, could we possibly get some sort of response regarding this longtime issue ?
[quote who="DrJBHL" reply="5" id="3401189"]Yes...but in truth, the F-35 will probably be the last manned combat aircraft.[/quote] Just like how guns became unnecessary around the time of Vietnam. I wouldn't be so quick to count manned combat aircraft out for good, in particular for air superiority craft, regardless of what people say. For bombers and other ground attack craft I can see this being the case for a number of reasons however.
dat gravedig
Odds are you're hitting the 2GB ram limit at that point...
"Running out of F-4 drones? Let's use some old F-16s instead!"
To be frank, I don't give two %$@!# about the whole global warming debate, but pumping less CO2 into the air is a good thing as it means humans breathe it in less and less of that crap gets adversely absorbed by stuff we care about such as water. Add to that the fact that petro has a large variety of uses outside of fuel, such as in the manufacturing of polymers/plastics, and it will either eventually run out or become horribly expensive to produce. Also burning fossil fuels tends to rele
[quote who="ZombiesRus5" reply="1298" id="3399384"]It's one thing the AI does seem to actually do. They earn less trade income per port though (1/2 of a normal port). [/quote] Perhaps, if spamming them is that viable, reduce the things to 1/4 or 1/5 of a regular trade port, and/or reduce their culture spread? Or increase their resource cost or even their logistic slot value? [quote]This is a Sins hard coded thing.[/quote] Not entirely related, but I'v
Don't bother with 1.79 until it's released, being a beta and all that, I'd suggest focusing on 1.52. Plus, for now at least, 1.52 is compatible with 1.79.
64-bit multi-threaded exe with full RAM usage, and have the scale/textures of meshes specified in the entities (especially for planets and ships).
[quote who="ZombiesRus5" reply="1994" id="3400810"]The Gameplay.constant entry affects abilities.[/quote] This is what I was inquiring about with reference to the entry being "flexible". Karma to both of you for solid answers.
So then this is actually a flexible, totally unused, AttackType? If so, that's even better.
[quote who="Darvroth" reply="4245" id="3400731"] colonization penalty for asteroids can be set for each race as a mechanism to retard fleet development but not necessarily colonialization which is necessary for resource gathering[/quote] Only way I see this working is via techs screwing with population counts, and sending them into the negatives if possible.
[quote who="GoaFan77" reply="42" id="3400369"]They are valid, I think it might even work with Rebellion meshes. [/quote] I've been using it with Rebellion meshes for quite some time.
Does using CAPITALABILITY as a regular weapon's AttackType cause the game to throw any errors/whine? As I've confirmed it appears to work without issue, though I don't know if this works well under the hood. As for why I'm using it as an AttackType, got a weapon that has no advantages or disadvantages for hitting a given armor type, and I noticed that CAPITALABILITY can fill that job.
I'd just make it transparent.
[quote]Although, the NumResearchPrerequisites line is limited because the research subjects have to be near each other on the research screen otherwise the dev mode comes back with errors.[/quote] This doesn't have any real impact on the game however; it won't break the game nor will the AI have trouble with it. Worrying about minor errors in the dev exe is overrated.
Which I imagine will come with the next Windows OS, either by actual products or by terrible 32-bit sales. As it is, there are already 64-bit only games in development and iirc released.
Huh, seems you're right. I could've sworn it was in already; likely was in the older, smaller, version. If we ever get around to adding two more icons it will be in.
[quote who="Nomada_Firefox" reply="623" id="3395539"]Great work. If I have not told it before, if there is anything which I can make for help you. I´m around here.[/quote] Your help is appreciated, much thanks! [quote who="Dark_Ansem" reply="625" id="3398034"]to the custom symbols?[/quote] That's already in the symbols list. Look harder.
[quote who="GoaFan77" reply="51" id="3397079"]well except the Clone Wars people, but I can't really come up with a plot that includes them. This one is crazy enough as it is [/quote] Kaine and the PA used some Clone Wars era ships and units, could give them some. Note: Not being entirely serious here.
It can be changed in a ship's entity file, assuming you've made the needed entries elsewhere. Call me nuts, but might I suggest looking at one of the Star Wars mods that are already out for Sins to get a better understanding of this?