SteelFin

SteelFin

Joined Member # 2985733
1 Posts 8 Replies 482 Reputation

Getting it tomorrow is not very likely. Not till after 1.12 is tested and officially released to fix the sync bug according to Blair's post in the dev's journal.

5 Replies 11,231 Views

[quote]After the 1.1 being rescheduled, I'd imagine they won't post a release date to keep from upsetting people.[/quote] I hope they still give an estimate as to when it MIGHT be available so people know when to check impulse. Every gamer is used to anticipated games being pushed back, it is just that they are used to hearing about it much sooner. I thought the 18th seemed like a sure thing. I guess not having to worry about CD duplication gives them more freedom

14 Replies 25,880 Views

The ships stuttering has only started for me post 1.05 and I haven't yet figured out why or how to fix it. I am using the same acceleration values as I did with 1.05. Ideally I wanted to create a ship ability like the scout explore that allows one to go into evasive manuver mode which would essentially set the acceleration/deceleration settings so they move in battle. The AI would then turn it on automatically only in battle too rather then how I have it now where its always on. I can

33 Replies 97,785 Views

[quote who="Lord_Dark_Cloud" reply="23" id="1941327"]Will the entrenchment beta be out the same day.[/quote] It is supposed to be out soon after. I would guess a week or more later but no offical date was given.

48 Replies 61,044 Views

I maybe the only one who is annoyed by this but the incoming hostiles alert could use a threat level. It is not a problem on small maps or during early game but on large maps and in mid-late games it can be distracting. Being caught up in 3 battles across different star systems and getting the generic "incoming hostile fleet" alert for a single cobalt every few minutes gets old fast. I keep having to divert my attention to make sure what ever is approaching my territory is something my defens

5 Replies 15,749 Views

I'd say this game is more mod friendly than most. In fact in the 1.1 patch soon to be released they have increased the number of capital ships you can add for modding purposes. I think many are probably waiting for the 1.1 patch before they update their mods. I know exactly what you mean though. Look at mount & blade. It has a ton of mods but they are spread out across versions. I have 3 versions of the software installed just so I could try out the different mods.<

1 Replies 2,256 Views

Still I think your making it out to be more complex than it really is dude. Diplomacy is hard coded as far as I am aware unlike the races. You can add a new race and it will use the code for diplomacy without any additional work needed whether its the diplomacy we have now or the one we will have in the second expansion. So they could very well wait till the end and then add the 4th race. The only thing they will need to worry about is balancing it with and without starbases and whatever they

14 Replies 25,940 Views

Maybe there could be something along the lines of what End War has where the losing side has a 'last ditch' tactic they could use once to try and turn the tide or at least become a threat once more? What exactly though I don't know. For now I just quit the game when the enemy has nothing left to threaten me. Regarding the fleets retreating constantly, I do find that annoying at times too but it is also something human players would do. I think it would be better if it v

17 Replies 36,288 Views

Some random ideas: * Scaling: How about a 4th zoom level? Right now we have a galaxy view with all the stars and clouds, a solar system view with all the planets, and a planet or close space view. Maybe there could be a 4th planet high orbit view when you zoom in close enough where the planet fills most of the background. Something close to the scene with the battle over coruscant in SW episode 3. You could only bombard planets when your ships are in this 'layer'. And if there

28 Replies 50,636 Views

I really don't know what they are thinking with the 5 activation limit. All it does is annoy their paying customers. I was in the beta but honestly I don't see myself buying it. It is a lot of the same thing which might not be a bad thing for some but having played all in the c&c series, I rather spend it on a game that tries something new. The gamespot review made me laugh though. He pointed out more flaws then good things yet still gave it an 8.

62 Replies 209,163 Views

It sounds like there are other useful upgrades besides weapons for the station like trading upgrade that would make it better over 5 caps IF you are looking for something to use purely for defending systems.

24 Replies 22,658 Views

I was working on something similar to this as well. I was able to get pretty good moving battles by playing around with the acceleration settings but I never could solve the ships smacking into one another when you've got many bunched up. Still it looks cool. See here at about 1:10 into the video http://www.youtube.com/watch?v=rMFt4XjTeH8

33 Replies 97,785 Views

I am having the same problem. I tried a sins ship model converted to 3ds, opened it in xsi, added the textures as it stated in the documentation and exported as xsi. When I converted it to mesh again using convertxsi, no vertices are captured leaving me with no model / texture for the ship in game.

18 Replies 9,843 Views

Can anyone point me to where the antimatter cost for hyperspace is? I see modifiers for the value in an artifact buff but nothing in the individual ship entities or in global settings. I am hoping its not hard coded :)

2 Replies 3,598 Views

Thanks All! That plugin to import .mesh to 3ds or the already converted sins to 3ds models is what i'm looking for. Now that I know what I need, I should be able to find it.

7 Replies 6,397 Views

How does one open the .mesh files in the XSI tool? I see the xsi to mesh converter but is there one that goes mesh to xsi? I want to mess with the original sins ship models.

34 Replies 33,402 Views