Audition... I have audacity and Sound Forge :D
Dark_Ansem
[quote who="Turchany" reply="116" id="3399081"] Quoting GeomanNL, reply 114when you just say "I don't like it" Quoting Turchany, reply 102I don't think that is a necessary change. It is good the way it is now, no need to change it. You will move away hurt ships from battle, thus decreasing the DPS of your fleet, no need to further nerf damaged ships. Maybe if you could trigger a repair mechanism taking away firepower and provid
banned for saying: I'm Batman.
I will most certainly use this :D
hehehe they won't :D but it's ok. as long as they make patches which allow the game to use more of the cpu and take some load off the gpu I'm fine :D
oh, sorry. mine was a neologism based on this http://www.urbandictionary.com/define.php?term=Grammar%20Nazi no need to fret. I do am writing my final dissertation for my Master's Degree in LAw, but I can look at the thread, since there's a search function. apparently you are, since SOSE's shaders differ from EAW.
agh, no pitch shift, nor volume controls %... nor is allowed randomization (I think) or sequence play max_instances = maxnumplayingsimultaneously Volume_Saturation_Distance = minAttenuationDist ? what is treshold?
but a future dlc is planned. hoenstly, one can't make a suggestion that is immediately turned down. new ships: engine can't handle it new research: trees too long new planet types: we already have them. what else could be a DLC of a spacecraft fighting game? a campaign? but I'd rather not have a dlc of campaign ALONE, with newer stuff.
can I tell the game, in order to play certain sounds, to use parameters like X X X X X &nb
not YOURS harpo, the Galaxy Forge's source code, if they don't want to develop it any longer. Devs, anyone?
New DLC suggested planet types. Urban: Similar to Star Wars' Coruscant, lots of population but little room for factories/green/natural resoures. Little crystal, but lots of metal and even more credits. Nebula: Akin to magnetic storms, but they also cloak units against each other unless they are very close. Wild: akin to greenhouse, but can host very little population. lots of metal and cry
er, welcome :D
4 types? WHERE?? Death Star 1 Death Star 2 The Tarkin The Hutt weapon? yes, but the eclipse mk2 http://starwars.wikia.com/wiki/Eclipse_II has not only the tower, but also a different engine array :P then again, I'm a star wars nazi, so probably other users won't get all crazy as I am :P are you also remaking the textures to be on-par with SOSE&
can we add different neutrals? for more diversity?
would using wav/mp3 for units/music bog down performance?
a debuff you mean?
[quote who="GoaFan77" reply="57" id="3398863"] Quoting Dark_Ansem, reply 56 is it normal that, in-game, there is a slight delay between the visual effect of the hit and the actual decrease of shield/hull? Yes. A. Weapon effects are purely cosmetic, the game doesn't actually care when a ship gets hit most of the time. B. The game doesn't update hull/shield numbers on the infocard all the time to save resources. The game does properly d
ah, great finds and great models :D
[quote who="Nomada_Firefox" reply="360" id="3398895"] Yes but it is not alone.[/quote] good, good! :):) are you also going to put in the Eclipse II model (the one with the different engine array AND the command tower on top of the superlaser)? EDIT: can we see the 2 Death Stars too, pleasE?
testing that now then :) no isse apparently. selected ship, moved it, had it damaged by pirates (they are way too strong to be just a nuisance). no dev error message, CONCERNING THAT.
is it normal that, in-game, there is a slight delay between the visual effect of the hit and the actual decrease of shield/hull?
I didn't remember that one had real starships!
is that the Eclipse SSD that I see?
8000 for shields, not tried anything else yet. just put a ridiculous number for hull health: 2000000, and a more ridiculous one for shields. 100000 apparently it works, even with the normal exe, as the DEV exe wouldn't allow me to use mods.