ok in next update the following will be included - Last Planet UNDO - Last Phase UNDO - Last Sun UNDO - Grid Line Activate - Planet Identifiers Activate - adding this so that on the mapmaker you can identify which planet is planet0 , planet1 etc. Next Test your map in Sins whilst keeping your editor OPEN. Then you can see which phaseconnection needs deleting. cAn someone please test why extra phaselanes appear.
P5yy
the remove planet thing I removed , because it caused a bug. Its not the best solution. Ill try and find a way around it for the next update. The annoying problem was that planetindex just lists planets from top to bottom rather then specify the actual id of the planet. Annoying!!!. the extra phaselane ive noticed happening to me once. It must be because theres something in the interface that makes it easy to accidently mess up. Can I ask , when you did this , did you use the Delete all
[img]http://img222.imageshack.us/img222/2013/itsherezk6.png[/img] Just a few things This is a Basic Editor. Please understand that its not meant to compete or compare with Ironclads one or any other map editor which will be [B]waaay better[/B]. Its suppose to be compared to getting out a graph paper , working out coordinates and spending hours typing in each phaselane. New Features** - Gridlines - Full Delete Functions for Phase and Planet - Included more P
Hi , would it be possible for IC to do a 12121212 setup for maps rather then a 1111122222 this way on maps such as systems at war - 5v5 map the 1111122222 system atm causes problems with 4(1st team)+ 1(2team) on one side and on the other side 3(2nd team) when you do 4v4. With 1212121212 setup , you will always have an even amount of players on each side.
its ok everything is fixed. map editor should be out tonight sometime. its only basic tho but enough to make a full competant online map
Im getting the areas misingl version number label but ive put the version number right there anyone know which version
ok this one is driving me nuts. Basically my thing is complete , except sins is having a dumb time reading the .galaxy files. It says [I]Could not detect if archive file is binary or text : , galaxy/map.galaxy [/I]
I prefer randomness on a syymetrical pattern. So its random what you get in your quadrant of the system , but its the same for the other 3 quadrants in a 2v2 , or its random in your half of the system but mirrors the other half.
my map editor is almost completed. I say give me 1-2 days to finalise it. It would then take 5 minutes to create a map rather then 2 hours
its the whole - devs should be spending thier time on more critical things - with not long to go.
[quote]In REPLY #91 I meant to say in the first sentence that resources WERE infinite in Beta 3, not 'weren't' Sorry but I cannot seem to edit the post right now. I suggested that we have this be an option already Lharrs, but its good to bring that up again! The problem is having to balance both systems, the easiest way is to balance one system and let the other method of playing being not neccessarily balanced and for those who don't neccessarily care so much about that. But which o
[quote] if you play correctly you should be desensitized to your resources throughout most of the game This quote bothers me some. I think you should always be sensitive to your resources throughout the entire game. If Sins is designed in such a way that "correct" game play means you are desensitized to your resources then that would indicate a problem in my view. [/quote] I agree. Resources should be the driving force of your game. Its th
Ok here is the problem with Resources. [size="3"]Infinite Resource Model[/size] + [size="3"]Limitation Unit Model[/size] = [size="3"]Desensitization of Resources[/size] = [size="3"]Disaster[/size] Hurts in late game. Gameplay becomes completely broken because resources come too fast. You have nothing to spend it on because your limited. People become less sensitive to losing ships because they are easily replacable. Think - without a fleetcap , ships you lose a
bug : capship bug , cap ship i tried to phase out of grav well , instead decided to fly out of grav well. This was planet to sun.
Good list of tips
I think we should put out more "date-my-game" style clips on youtube backed by a soundtrack. Im actually a bit dissapointed with the lack of them on youtube atm. Id do one , but id hate to do it with the low graphic settings I use. One question to the Devs tho. Would we be allowed to overlay Sins of a solar empire music directly over the game clips? its better then just using recordered music in-game by fraps.
Same as in Hw2 , with the 3d visual editor I made a ton of maps. which is kinda why we are pleading with the devs to give us the map editor now rather then later. Who knows...by the time release happens there will be a REally good set of community tested 3rdparty maps .
It would be good if one disconnected , that the host can save game. Reload the save game , and everyone can rejoin and resume the game. W
I think this feature is a must. Unlike land based maps which could be 30mb-50mb in size , sins maps are just a set of instructions as to where planets should go so should be easily auto-transferable either in the lobby , a vault system or just before the game loads.
[quote] the phaselanes are quite time consuming to implement though, plus its much harder to visualize something through code thats because you are not uber... maybe I'll be nice and make a 10 player map... and everyone can Its not a popularity contest.....oh wait it is anyway , kosc or hal would it be possible if you could create something that ive de
Just for the beta as it is now. I just think we dont have enough 6p-10p custom maps. random map medium surfices most of the time but sometimes we could do with a few structured maps just for increase fairness or team-orientated games. I got some ideas too if anybody wants them please please pwretty plleease [img]http://images.art.com/images/products/large/10123000/10123744.jpg[/img]
[quote]His point is comparing scales. Asteroids are the least upgradable (only 1 fleet upgrade) and grant you 50 or whatever fleet points, so by comparison if the least upgradable thing gives you 50, why would you make it so that you can do serious damage with 10 fleet points worth of ships. [/quote] your not killing a planet asteroid . Your killing the metal and crystal extractors which should hurt the player more , should have less health and thus should be killable by 10 fleetpoints
lol moveable ghost structures. for a moment i thought it meant , when you place a ghost structure down in a gravwell, you can click and drag it to wherever you want it to be ,aslong as its not built yet. That would be hilarious when you see enemy ships trying to target your ghost structures and your dragging them to the other side of the gravwell . "cant catch me "
had to be done ,, i cant even see the keys im typing
whats with the love affair with the empire tree... , we all know deep down that its kinda useless.