Therax

Therax

Joined Member # 2376172
0 Posts 0 Replies 637 Reputation

the 100 point loss is meant to be there, as is the ability to jump with less than 100 AM you missed the very large debate about this. I'm totally fine with whatever gameplay decisions are made by Ironclad for stock Sins gameplay. I just want to make sure that the knobs are there for modders to make different decisions. For example, in my mod, ships don't have "special" abilities. Instead, AM is used to represent ammunition, particularly heavy long-

482 Replies 354,941 Views

Re: hyperspace cost I just found the global cost modifier in PlayerTech.entity. Oops. I would, however, still like to see this quantity be moddable on a ship-by-ship basis, as well as the charge-up time. Concept: a zippy little scout with no combat ability but hard to catch unless you have inhibitors.

482 Replies 354,941 Views

Ships seem to fixate on their designated target, to the exclusion of all others, even when certain guns cannot fire on the designated target, but they have other targets available in range. It does not seem to matter whether the designated target was player-selected or chosen by "auto-attack." This is most noticable with the Kol battleship, which has autocannon facing all directions, but the left, right, and rear guns seldom fire at other targets while the Kol is engaging a forward tar

294 Replies 243,908 Views

I've been meaning to post this up for a while. Some of this pertains to modding, but I'm posting it here instead of the technical feedback thread because that thread seems more oriented towards graphics engine issues. Modding Damage types There is ample modification for changing how weapons perform against different ships with AttackType and ArmorType , and the DamageData structure in Gamepl

482 Replies 354,941 Views

Thank you for that input, Yarlen. I wasn't expecting the texture quality settings to have such a dramatic impact. Here are my observed process sizes for Sins, just sitting at the main menu (rendering the planet in the background): [code] Real memory usage in MB / VM size in MB Low: 405 / 465 Medium: 420 / 480 High: 480 / 540 Highest: 711 / 771 All at 1280x

294 Replies 243,908 Views

A way to capture the WZ2100 style of tech advancement is to have some techs with many levels with a small effect with others with large effect, but only 1 level and high research costs and times. Carrying on the projectile weapons example: High-Density Gauss Shells +10% gauss damage per level max 20 levels Superconducting Railgun Magnets requires level 3 High-Density Gauss Shells +100% gauss damage +50% gauss range max 1 level

28 Replies 8,228 Views

One example of a great tech tree I like to use is Warzone 2100, an older RTS title that most people missed. The tech tree is very deep, and composed of small logical upgrade steps. You can browse the whole tech tree here . Here's the link to the technologies necessary for the best projectile weapon, the <a href="http://members.shaw.ca/kgmetcalfe/WarZoneTechTreenogfx/Tech_Database/turrets/items/Gaus

28 Replies 8,228 Views

"Normal" can mean one of several things in this case: 1) This is a known performance problem that will be addressed in future betas. 2) This is a known performance limitation that meets our expectations for the final product. I hope that 1) holds true, given that: a) I'm running Windows XP, and that Vista machines have even tighter memory pressure. b) Beta 1 has only 1 of 3 races, and so there will be 3 times as much memory needed for models, textures, and soun

294 Replies 243,908 Views

I would like to see point defenses - light guns for shooting down fighters, yes, but also for shooting down incoming missiles. The delicate balance between fighters, missiles, heavy guns, and point defenses was one of the high points of the Master of Orion series.

239 Replies 69,716 Views

So far I've tried Sins on two computersO Desktop: 3.2 GHz Core 2 Duo 2 GB DDR2 7900 GS On this machine Sins runs buttery smooth at 1280x1024 4xAA. Laptop: 2.0 GHz Pentium M 1 GB DDR X700 Mobility On this machine, there is some visible slowdown at 1680x1050 no AA, but this is as expected given the resolution and GPU. What was not expected is the rather high RAM usage and resultant swapping. On my laptop, even before the game re

294 Replies 243,908 Views

There's a very important point to consider: laptops. Laptop sales are poised to pass desktop sales, and the vast majority of these are sold with integrated graphics. In the past, with GC2 in particular, Stardock has been great with releasing products that look pretty *and* perform well, so I'm looking forward to SINS following in that tradition.

78 Replies 93,318 Views

I have also had occassional trouble grouping multiple troop transports into a fleet when I had sufficient logistics. it's sporadic: sometimes it works fine, sometimes the command just refuses to take. More rarely, I've had this happen with warships as well. One time, I attempted to fleet up two transports (logistics level was at 12). They wouldn't fleet up, but I did get a brand new fleet in the same square, which had no ships in it, and too

13 Replies 15,481 Views