UnleashedElf

UnleashedElf

Joined Last seen Member # 5265356
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Out of curiosity, what are the development plans for this mod? What will happen after SK comes out? Will there be a final version and then focus brought over to SK? Brad has also hinted at the possibility of another FE expansion, so I presume that the mod will be updated for that?

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32 bit as it is runs out of RAM on Sins 1. Whether 32 is faster or not - it depends. On CPU intensive apps, you can see ~30% improvement in some areas. Larger files too can be kept in the memory. The x64 architecture does have a few more registers, so you can optimize your code there as well. The only performance drawback is that you have less in the fastest L1 CPU cache and 64 bit apps use somewhat more RAM. With Sins 2 asking for everythi

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[quote who="Volt_Cruelerz" reply="15" id="3483518"] Construction animation? Probably. I don't see a need, but I imagine it could. Degrees of damage? Doubtful. Maybe simple things like at 30% health some system goes offline. But if you're talking blasting pieces off ships, you either need modular or deformable geometry. Nitrous supports rotating turrets, so you might be able to blast them off. [/quote] Considering Sword of the Stars 1 had tha

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[quote who="bignick277" reply="4" id="3371836"] So you veterans can claim all you like, that you like the harder AI. I disagree because the new AI is alienating new players. And I'm talking as someone actually trying to teach these guys how to play. I haven't been killed yet, but then again, I'm a veteran. I know this game inside and out like many of you. These guys don't. We have harder difficulty levels to scratch our itch for c

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