While I'm not sure I'll use the Z-axis maneuvers very effectively for a while, if the AI is actually using it to bombard planets and avoid defenses, that's just awesome. I'll have to try a game later and see if they do that to me. Hope it turns out to be true and not some strange fluke.
Mazuo
Yeah, the specific method of implementation is less important to me, but I am glad to see some others supporting this idea.
At least there's hope considering while a superweapon requires some thought to use effectively, planting a starbase down and having a defined setup as to what defensive upgrades are good should be easy for the AI to accomplish. Imagine chasing one of the eternally fleeing AI fleets expecting an easy win and jumping into a minefield surrounded by upgraded turrets and a starbase bristling with firepower.
Not sure how many others are frustrated by it, but I frequently forget good names I've come up with for capital ships in the past. The UI change I was thinking about would store frequently used ship/planet names or just allow you to input ones you want to use almost every game into a list in perhaps the player setup phase. Then, after opening the name change dialog box in-game, you could simply click on the name in a popup list to change the current one. Does a piece of pa
Loved everything I saw in the video. Couple questions though and one pretty much irrelevant minor quibble. :P 1. What was the cylinder-shaped object with six rectangular boxes around it that was zoomed in on several times? 2. Was the spiky orb a mine? I kinda doubt it as it was so large and I didn't see any others nearby. Then again, it's possible we were just zoomed in really far and turned at an angle to not see the others.<
Mainly I think they'd do that because it's hard to properly code a game to distribute the various calculations and processes over multiple processors. I'm sure if it was easy, we'd just flip a switch or write a page of code and then dual-core and quad-core CPUs would prove to be very close to two to four times as fast/powerful than a single processor. Keep in mind, I mainly have memories of some of Monk's posts, etc. for believing this. Because either I suck or the SINS
178.13 for the GeForce 5.10.0000.5628 for my Realtek HD Audio Windows XP 32-Bit is my OS. I'll probably try to play some more tonight to see if the issue is still prevalent and to try and make sure nothing else is occurring. As for the black screen though, keep in mind that my eye can barely see it. It's the regular game playing well, a very quick flash as if something was disrupted for a mere moment and then it's right back to the game playi
Only a guess, but have you tried installing whatever drivers came with the mouse? Perhaps something inbetween the laptop, game, touchpad, and mouse are conflicting.
I just barely got back to playing SINS as my computer has been dead for over a month now. After repairing/upgrading it, here are my computer's stats: Intel Core 2 Duo E8500 ASUS P5Q Pro MB 2 GB DDR2 800 RAM GeForce 7900GTX I have the latest sound and video drivers installed, as well as my monitor's driver. I'm running on the latest beta driver for SINS. I only played for about 15-20 minutes, but the good news is the game
I don't have access to a computer capable of running Impulse at the moment, but from memory, left or right-click on SINS once you're in the Games tab of Impulse. Options should appear on the right side of the screen or upon mouse click to update to the current version. Failing this, there should also be an Update tab within Impulse that can assist you in getting patched to 1.05 or even the 1.1 Beta that's been out for a while now.
I don't know if you're doing something in the background then, but I remember rather clearly the last time I was able to play SINS that one core is running hard and the other is relatively idle. I believe it's been stated before that both cores are only used on startup to load textures and other stuff into memory.
Remember that if you're on dual-core CPUs that SINS doesn't use the second core during actual gameplay as far as I'm aware. Thus hitting 50% on any reporting software is most likely indicative that you are in fact tapping out on processing power when large fleets are involved.
I'd agree that a max shield mitigation buff on capital ships by 5-15% could be both a good gameplay addition and fluff complement. I mean, if we're paying large amounts of resources to construct these vessels, you'd think redundant shield generators and better weapon fire analysis would go into them to protect them.
Not having any experience at all modeling ships, I can't say anything authoritative on the subject, but is this the same problem with the starboard beam cannon on the Kol? Sure looks a lot like it to me. I'd post a screenshot, but my comp that can actually play Sins isn't working at the moment.
After the Apple ads, I didn't think we could sink any lower. Kudos to Microsoft for being able to come up with even dumber commercials.
[quote]In all fairness, SecuROM only recently switched from selling disc-checks to phone-home systems (BioShock was the first popular example).[/quote] True, but what I was getting at more was the occurrence of lockups or disabling of non-related software. Most of us in the know have heard these claims for a long time now. SecuROM continues to be prevalent. That's all I'm getting at. Appropriate methods of DRM have been talked about to death and will continue
[quote]And you know what? I never said I want " unkillable behemoths."[/quote] [quote]I suggest, at the level of 6, the total hp (including shields) of capital ship needs to be 10000+ at mininum, or even more.[/quote] Sounded pretty unreasonable to me. I guess my continued point would be if hypothetically all these enemy ships are focus-firing on your one capital ship, it's almost instantaneously negating ~70% of the damage output and the rest of your fleet is taking n
[quote]But, the word is out now.[/quote] ... The 'word' about SecuROM has been out for years. Games using it continue to sell hundreds of thousands if not millions of copies. You've compared Spore to Daikatana in another topic which I think should be evidence enough that you have no idea what you're talking about on this subject. In summation: DRM = bad Lying about how games using DRM are selling terribly and are a quickly dying breed = also
Oooookay. I guess I just dreamt that the recent games that have caused such hellstorms of anti-DRM posts sold rather well. Thanks.
If all that happens is you let the enemy fleet continually pound on one ship, then yes, no amount of sane buffing of capital ships is going to stop that. Repair and disable abilities are there for a reason. At the end of the day though, you have to accept losses or leave those ships behind that you can't bear to lose. A simple level up should not be adding inordinate amounts of armor and HP to any capital ship. It's reflecting the added experience of the crew and fin
[quote]Impulse Dock Auto-Starts with windows (hey, ask me first![/quote] Annoying, yet easily disabled.
They won't get it so long as their games continue to sell vast numbers of copies. DRM hasn't hurt their sales figures. It's hurt a demographic they don't care about: Upset people on internet forums.
[quote]Strike craft will now either dock or stay docked if they aren't supposed to be launched.[/quote] With all the more significant fixes and changes, I know focusing on this one is silly, but it still makes me ever so happy. Now if only my replacement motherboard would ever arrive, I might actually be able to play on my computer again. *sigh*
I'm wondering if this has something to do with support ships not having auto-attack on by default while your combat ships do. I believe I had noticed a while back that ships with it off were refusing my orders to directly attack something. If that has nothing to do with it, I'm not sure what's causing it. Just a guess here. I'm interested to see what comes of this.
Those are some pretty unusual screenshots. Pretty interesting at the same time.