[quote]Host a game. Doesnt matter if you "cant" host.Put one AI allied to you , no enemies . Start the game.Instant Victory ScreenI dont do this because I dont care about win stats , but if your really pissed off then you can give it a try. If its more a principle thing that you were robbed off , then thats another thing.[/quote] they actually asked not to mention these types of things on the forums (one of the stickies in general forum), thats why my posts that refer to this/fixing thi
archpsi
just to make it clear, I know how the armour mitigation works, but you dont need those calculations if the end result is just an increase of 5% to the effective hp. to explain effective hp. enemies do 5 dps, it takes 20 seconds vs a unit with 100 hp and 0 armour = 100 ehp. upgrading the armour by 1 the unit has 105 ehp(100*1.05) and it takes 21 seconds (105/5). upgrading the armour to 2, the unit has 110 ehp and it takes 22 seconds. mitigation calculation (pesky) wo
[quote]when I put them in the main folder they do not even appear!! I know it has to be something super simple.[/quote] he meant put the maps inside "Drive:\Program Files\Stardock\TotalGaming\Sins of a Solar Empire\Galaxy\" and not Drive:\Documents and Settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Galaxy\
I think the most important thing atm is to actually make wins mean a real win, not the other two methods of getting easy wins (mentioned a few times across the forum).
I think for the vasari the whale is the best anti-cap capital ship and anti-planet capital ship. - (-)6 armour on caps means that they take ~25% - ~33% more hull damage from the whales fleet. - nearly constant 30 dps (22.5 dps on caps before the -armour) that hits the hull ignoring shields and shield mitigation. - ability to make enemy ships slower than the whale (enemy scouts will be the same speed, fighters and bombers still faster) and prevent them from phasing for 15 secon
nice.
theres a few things that might need changing, before tournaments are introduced. Im not going to mention quitters here, because theres already a few threads covering quitters. winning: - upon game creation make it so there has to be at least two teams (e.g. in a 1v1 player 1 is team 1 and player 2 is team 2) before the game lets the player begin. - for the remaining players to get an allied win (if all the players that existed from the start decide to make an alliance suddenl
it increases the effective hp by 5%, which means that each hull repair ability becomes more effective. example: one unit has 500 hp, 0 armour and gets repaired by something that does 499 hull repair other unit has 500 hp, 10 armour and gets repaired by something that does 499 hull repair. In both cases the ships would be fully repaired, but the repair in the first case only repaired 499 effective hp while the repair in the second case repaired 748.5 effective hp.<b
I know, thats why I said I thought they got rid of it (modifying it so that doesnt occur in retail).
would be nice if a flagship got minor bonus (+5%/+10% hp, shields, damage, AM).
if he got pirate warnings all the time when he added a few lines in the non pirate part of the file, it probably means that the hardcoded file/s is reading gameplay.constants on a line basis. example (not based on the file at all) look at line 10-25 for capital level data. look at line 26-40 for pirate data. I noticed this when modding some beta files, but thought they got rid of it for retail (didnt have the same issue anymore).
peaceful win: all players in an alliance win, once no one outside is left or everyone joined it, however I understand what your trying to say, like winning through culture, space race..etc. they might add different conditions in the future.
well I havent seen anything that surprises me in the good way, maybe in the stupid way. after 1.03 I will try to go vs 3 hard a.i (same team) on a medium random map and see how well the a.i was really buffed, if it becomes a successful human stomp (killing me), I will be happy :).
thats why I said its useless in many situations (the one I mentioned doesn't depend on an ability that might not be researched for a ship | used for the cap) theres even one more scenario thats really rare and would barely ever influence the game.
The units with descriptions. [link]http://www.sc2armory.com/game/zerg/[/link] some vids: trailer [link]http://www.gametrailers.com/player/usermovies/186897.html[/link] or [link]http://www.youtube.com/watch?v=l_fUjzTVocY[/link] 9 minutes of gameplay [link]http://www.youtube.com/watch?v=FQoBnKa-e4E[/link] high ress screenshots of gameplay [link]http://www.starcraft-source.com/forums/index.php?showtopic=2566[/link] Q&A [link]http://www.starcra
targeting uplink is quite useless in many situations, unless theres many things attacking fighters/bombers (flaks or fighters).
carbon is right. limitation of modding: -anything that is based on scripting cannot happen in the game just yet. e.g. maps like dota in wacraft 3 rely heavily on scripting and nearly all campaigns rely on scripting in every game that exists. -cannot change core mechanics that are not in the entity files (theres quite a lot). -cannot change the a.i scripting (you can modify a few high level things, but nothing much).
pesky theres 3 different research files for phase missiles negating shield, each with 2 upgrades of 5%, meaning it adds up to 30%. I never realized until now why you mentioned that the vasari +damage from culture is 11% a few times, when its 15%. basically every upgrade is added to the final value.
[quote]Hey Rruelgor, maybe there's some way of finding the atack range of each ship. I know it tells you ingame whether it's long, short or medium range but if we could find a little more info on what those ranges are, well that's an obvious addition to the chart. Plus maybe it'd give zyrxil a reason to say something positive for a change ....lol[/quote] attack range is inside the entity files. you can check the extracted info at [link]http://roe.totalgamingnetwork.com/wiki/index.ph
anyway heres there first official reply about profile game history: [link]https://forums.sinsofasolarempire.com/?forumid=402&aid=175167[/link]
[link]https://forums.sinsofasolarempire.com/?forumid=406&aid=300864[/link] wanna read something that shocked me [quote] Irconclad Online doesn't include a ranking system. That wasn't by accident. It wasn't an oversight. It was precisely to discourage "playing to win at all costs" style of playing. If other people want to set up their own tournaments, that's fine. But I don't want the typical ICO game to consist of one player trying to play a fun game versus someone who ha
if you're talking about the digital download, then yes it does.
[quote] yes with the whale you can lowered armor, damage over time, and stop jumps. But the problem is that if someone has a kortul and equal sized force, you'll be the one trying to jump away.[/quote] if the kortul and whale meet pre level 6 and around level 4-5 and both have equal number assailants with them and some phasing tech, the whale will kill the kortul much faster (whale at level 5 does more dps with its nano-dissambler to target in front of it than a kortul which is level
nm, the thing I said to do doesnt work between stars and only for wormholes within the same star system.
gameplay.constants file from gameinfo directory, you can use a text editor to read it if you have the files in text format (sticky in modding forum lets you download the modding package which has the files in text format).