There’s an option in your key bindings unset by default, if I remember correctly, that causes the cursor to move up or down while it’s held during a move command, much like Homeworld did. That said, there’s not much overt call for it since ships self-target neatly around the well, but it’s in there.
SquidLord
[quote]Is this the next generation of 4xRTSim?I hate to think how you keep your ships "socially" active...[/quote] I generally go about it by plunging them into and out of Black Holes until they're coated with the sticky remnants of pre-stars, but others simply have them fleet-up and hang around the sun all day doing nothing but exchanging strikecraft.
[quote]… and all of them have the same principles and Ideas. How else would you create a RTS?[/quote] Actually, there are other ways, but none of them have been particularly commercially successful. Perimeter , for example, is pretty much the icon for “No, really, you can do it differently!” RTS design, but there have certainly been other entries like <a href="http://www.majestyquest.co
[quote]I have an 8800 and a core 2 duo with 4 gigs ram.Why no dynamic shadows, per pixel lighting, and hdr?[/quote] And a pony! I bet you want a pony, too, right? No, wait, there are ponies. You must want a monkey. A big ol’ space monkey that goes ook ook ook as it flails around in the dimensionless vastness of … You don’t want a monkey? What do you want? I mean, other than “features” (and it pains me to call them that, c
There are times I’m tempted to go digging into my old bag of tricks and put together some kind of Bayesian classification system to pre-sort postings to web forums into “worthwhile” or “not” groups for me (which is one of the reasons I really prefer email as a technology for such environs since I have controll over the environment and can do such things near-trivially, but I digress). Community management is a hard problem. It’s never been
We haven't seen much in the way of dev diaries lately, which I think is a bit of a shame. If nothing else, they give the community the feeling of being tangibly connected to the devs and provide an insight into the way things are progressing, not just internally but socially in the game-space. Is there any way we could get the Frasers, Frogboy and the like to put up a 5 - 10min post once a day just popping down some ideas of what happened that day? "Ran though 4 more hours on the patch; 3
[quote]But I’d at least like a reason why there’s no hdr[/quote] Er, because it’s a feature looking for a purpose, eating great heaping handfulls of CPU and hefty graphics card space without actually returning much in the way of … well, anything, given the environment Sins takes place in. And I say this as a long-time devoted player of DropTeam , which is lavis
Mousing over the Rally Point button will tell you what ship it's assigned to and if that ship is on the screen, it'll thrum and have the rally point icon over it briefly. If looking at in-transit ships, holding down Alt will display their jump paths. Quite handy in the thick of things.
[quote]I also notice Sins is like Sims 2.You create places for people to live, you bring other people from other places of residence, and kill them in front of your place of residence.[/quote] I have had the strange urge to write up a game design spec for MySins , a mash-up of bizarre concepts. Ships floating around with green diamonds over their bridges, looking for other ships to build relationships with and bridging the unholy gaps of trust between worlds. &
[quote]No, just liaisons with Master Chief in the back of a GameStop. lol! Someone listens to the podcasts[/quote] Thank Hades, because I was starting to wonder. ;)
[quote]Another option would be to send the surrendering player to a neutral spectators team so only other spectators would be able to hear them.[/quote] You, ah, do realize that the OP was talking about TeamSpeak , which is an external tool to Sins and, as such, the game ap has no control over, right? My guess would be the best solution would be to leave team affinity for dead empires; simply keep the same visibility as they had when they died. This wi
[quote]Yeah well.. this is rather ilrelevant.Most people run all high, or all medium. If you are curious: our online stats say 99% of people leave everything on normal (which surprised me since I expected most online games to use fast). I don’t have hard numbers, but anecdotally it would appear to be the same for singleplayer.[/quote] Blair, I know I only speak for myself (and thousands of fans and mindless slaves), but I’d be really pleased if Sins had
[quote]The patch deleted all the random-creation maps I had before install.I think the files are actually still there, just like the saves. At least they seemed to be for me. I deleted them manually when I realized they were no longer compatible.[/quote] Still a woeful pain to deal with without some foreknowledge. That said, I’m vaguely surprised they didn’t auto-migrate the maps they at least knew were created in the Map Creator and, as such, were of a static n
Since the release of 1.03, I managed to put together a couple of mid-length games with SubtleSarcasm and Eric the Half-a-Bee of BSU infamy and ran head-first into a few irksome issues that were … unexpected … to put it gently. Not game-breakers (in fact, I think the in-game functionality has been vastly improved and rather like the way it is now) but in pre-game/UI setup places. The patch deleted all the random-creation maps I had before install.
[quote]Thanks for the play by play Zzz.[/quote] My great and abiding pleasure. Anytime, seriously, feel free to drop in. And bring an army of Neufie women, we could clearly use the influx. ;)
[quote]Really, guys, thanks for being on the show, those who listened. You really make it fun to do it every week.Plus, damn, girl guides and Master Chief![/quote] Frankly, me too. At least so we can get the sawed-off shovel in the game.
Really, guys, thanks for being on the show, those who listened. You really make it fun to do it every week. Plus, damn, girl guides and Master Chief!
[quote]This however is a little hard to do because when the games mouse pointer leaves the game screen (thus turning into the windows pointer) it doesn’t pick up my commands to pan the camera left, right, up or down. When I make the window fit the screen, left and right panning is solved, but up and down remains a problem due to the games window and Window it’s taskbar.Would it perhaps be possible for the devs or a modder to add a fix to these two small features into an already am
This very well may be a bug so obscure it affects only me, and surprisingly, it’s not the only time I’ve seen it occur but … here we go. Like many people with physical limitations, I use the Microsoft StickeyKey tool to make my control/alt/shift keys toggles instead of continuous presses. Sins has no problem with this in the vast main &
Colonizers (non-cap) or, if you're Vasari, the scout ship can do it. Which is a clever little race-difference that makes the early game interestingly different on many maps but frequently gets overlooked.
[quote]How am I supposed to pretend my empire is this elite technocracy intent upon ruling the universe via dominating technology when I have to play like I’m actually a capitalist instead?[/quote] Bonus research centers give you bonus redundancy when a marauding resource-denial fleet comes stomping through and specifically targeting your research bases, which frankly is a tactic I don’t see nearly enough. It doesn’t take much of a fleet to go into an empire’s
Complex 6.5.1 available Release date: 02/18/2008 (18 February 2008) File size: 89 MByte Compatibility: Microsoft Windows, Apple Macintosh, Homeworld 2 v1.1 Which is cool, don’t get me wrong … but isn’t much use to the Sins of a Solar Empire players hereabouts, unless you’re suggesting you’ll be helping out with a Sins conversion of the Homeworld 2 units. I admit
Don’t make me register on your website just so I can download updates. You’re right. How dare they actually generally attempt to make sure they get paid by limiting the release of patches an updates to registered users. I mean with all the DRM and copy-protection on their aps … All the none, that is. While your opinion may be as welcome as chlamydia at Frolicon, you’re welcome to it. Just as it’s more
So, essentially, you admit that you really have no idea what you were spending your $39 on, once you received it, you couldn’t be bothered to actually read the manual packaged ever so neatly within which discusses lore and setting material, and you’ve proven that you have the proper mixture of self-aggrandizement and utter impenetrability when it comes to the basic social graces to come to a public place and shout your ignorance at any passer-by. Please, by all means, dona
Actually, I think these are some really good ideas. I particularly like the “bias bounties” idea. The implementation of such a system would make the pirates more independent and less a go-for for the various factions. I really don’t care much for the bias bounties idea, myself. There’s already more randomness in some sections of the system than I’d really like, I don’t think adding to that randomness and dec