I believe the file you need to copy and paste is located at: X:\Documents and Settings\Owner(or whatever you have it called)\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting\achievements.achievements Make sure you have the 'show hidden files' option checked in Tools -> Folder Options -> View Transfer that to the same location on the other computer and you should be in business. If transferring the file isn't the easiest option f
Mazuo
It's an amusing complaint as most of the time in RTS games, the opposite is what is irritating. When you've worked hard to conquer the enemy and he drops immediately before you get to relish squashing his troops and buildings. That being said, andreplav probably has it right.
I'll see if I still have the replay or the save. I was tired when I was playing, but I'm rather sure they were at 0% and hadn't had any construction started when the AI decided to get rid of them. Edit: Nope, can't find it. The auto-records don't have it and as this was from a few days ago, I don't recall exactly where in the system at what time this was occurring. I'll try another couple games in the upcoming days and see if I can get it to happen again and po
Right, but in this instance I'm talking about just barely ordered structures that a construction frigate has not touched yet being shot at and blown up by the AI. Just happened multiple times in my last 1.11 game.
Anyone familiar with this?
This is the BioWare SW MMO. Thread is just so ancient it was still rumored as KOTOR MMO instead of Star Wars: The Old Republic.
As it is, N3rull, while I've read some of your other posts and disagreed I think you've nailed this one. An HP buff for the PJI and an AI change to either target them very early on the priority list or to at least switch focus to destroy them when the AI wants to retreat.
Damn that's some wicked necro.
[quote]All that is being suggested is that you can at least come online and try a comp stomp[/quote] ...in every single thread that has anything to do with the singleplayer, at all . This thread was about an improvement for the AI. What part of that needs another championing of how a possible AI flaw doesn't matter and just come play online now?
Yeah, I played it a lot last night and have yet to see anything other than the previously mentioned issues that would be hard to resolve without creating custom effects yourself. What was in bailknight's work appears to have been translated just fine to 1.1 by you Annatar. Much appreciated.
[quote]You can also play it online with humans against AI [/quote] And if they did, this problem would still be there. Your attempted derailing of at least a third thread with whining about how people should go play MP is still irrelevant. The AI is a big part of the game. This is something that should be looked at and fixed if possible.
I don't recall, but wasn't there a thread a while back saying that the AI wouldn't attack structure blueprints that had not been constructed at all yet? Because if that was the intention, the AI is certainly going ahead and wiping out repair platforms and hangars that haven't been started yet in 1.11. Was this the case?
It hasn't changed. He's just commenting that only 2 are being worked on currently. One short-term and one long-term. I'm sure a lot of thought is still being given to the third.
They're not rebranding. The company is still Stardock. The download client for patches is Impulse and is listed in the manual.
WinRAR worked fine for extraction here.
Centurion, could you please stop ranting about how singleplayer isn't the 'real' Sins experience and how we're chickens for playing it? This is at least the 2nd thread you've crapped up with such nonsense. Multiplayer is great and I'm glad you and others enjoy it. I do as well when my friends have time to play. When they don't, singleplayer is there for me to enjoy, especially when I don't know how much time I'm going to have to play and might need to drop at any mom
Yup, thanks Annatar. I'll download later and check it out again.
Some things I've noticed from two games: 1. Marza appears to have issues with the team coloration problem. My other caps seemed fine, but after I chose red, it was almost glowing red itself. 2. Some weapon damage effects on enemy ships seem a bit off, but I'm thinking it's just the lack of the custom shield effects. 3. The aforementioned lack of shield effects. 4. TEC frigate factory doesn't use the custom build effect. Capit
After playing the trial, there's very little worth saving in Tabula Rasa. About the only neat thing I encountered were the dropships that would spawn enemies at random times near you.
Hrm, glad I asked then. Wasn't thinking when I wrote that. Thanks for the heads-up. Edit: Gave it a little more thought over dinner and was wondering about two things: 1. Don't the Vasari have some support ship that's advantageous to stack an HP buff repeatedly? If so, how does that differ from the repair ships stacking? 2. If you have multiple repair ships overhealing a single combat ship, doesn't that leave the rest of your fleet t
[quote]but several repair curisers on one target aren't suppose to stack[/quote] Why shouldn't they? If you're spending antimatter from multiple ships, you ought to get multiple repair buffs.
Think I'll download now and see if I find anything wrong with it tomorrow.
I'll probably download it tomorrow. When you read this Annatar, can you confirm that the few gameplay changes have been removed and that only graphics have been updated? Much appreciated.
Yup, that's all I want. I don't remember bail's explosion effects, so the official ones from 1.1 ought to be fine, but I sure do miss the weapon effects.
I doubt bailknight would mind having his work updated just enough so that it can run on the current version. That being said, I hope he does come back to the community so we can get new graphical tweaks out of him.