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Ascendancy Discussion / Re: Hyperspace travel
« on: March 12, 2013, 03:28:03 AM »I know a couple, but what's shift in the bounty screen do? That one I haven't learned.
Higher increments of player bounties.
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I know a couple, but what's shift in the bounty screen do? That one I haven't learned.
Games like these you have to explore every button to actually do anything effiecnetly.
But learning to do everything will make you even more of an addict. Take it from someone who keeps learning more and more things. At this point, I think one of the few remaining things I can't do for Sins is modeling/UVing and creating sound effects.
You have to define that all in Softimage. If you have different textures for different parts, you have to make those parts into separate materials. The link I put in earlier explains that.
Also, if you want a Venator you could just grab SoGE's. :v
I made a working mesh and have models in Sins! But they look like shitty Picassos. Is there anything in a dds file that describes how to put it on the model? Texture projection: cubic, planar, spherical etc... doesn't seem to make it look better. I'm sure if I wasn't dealing with someone else's textures I'd know how to orient them.
I probably asked the wrong question then. Are you playing Sins on Windows?
I figure I may as well ask the obvious; you've enabled a paging file for the partition Steam/Sins is on, right? As without that the game likes to crash much earlier than it should, this is particularly noticeable with large mods like Sins of the Fallen, and can even occur with the base game.
Aint one of the reasons that combat in sins is slow the way the shield system works, with the shield growing stronger as it takes damage, called shield mitigation. When shield mitigation starts at 20% and goes up to like 75% it essentially means a ship lives 3 times as long as without the rising shield mitigation crap. I assume not having it go up would be more fitting for star wars and would also serve to make combat go faster.
By the way i think i remember a sins modder, zombierus(something like that) that among other made sins of the fallen on moddb was talking abouth dooing a mod with ships that actually did less damage the more they got damaged in sins, maybe he have it figured out by now and you could use hes method or something. But im sure you are able to figure it out on your own, so no offence meant in suggesting it.
Would be nice if my computer wouldn't do that with all english words(because it's a spanish one). So I do not pay attention to it, and mistakes are made from time to time.
This is so good to hear. I'm hopeful to play larger skirmishes. Thanks for the reply sir.
Sounds like an extorsion to me...
What is Ascendancy doing for planets? Custom, or are you integrating another mod, such as the SW-oriented Novus Universum?
One thing I'd love to know from the developers is why in this day and age they still developed a game that didn't have the ability to AT LEAST take advantage of a PAE (physical address extension, allows 32-bit to see and address 8 GB memory by using 36-bit memory addressing instead of 32) kernel (which the Win7/8 32-bit kernels support). Considering 90%+ of their market probably will have Windows 7+, easy enough to make the program have the ability to do 36-bit memory. Not that this has anything to do with either mod.
I generally do exactly like Lavo suggests and disable anything I'm not actively going to use. I do not, however, modify the file, I do use the ingame mods management since it always works for me, and allows me to change what factions are active at the time of playing. I also have paging active and haven't (yet) needed to consider enabling LAA and have had no issues in vanilla, SoaGE, or Requiem.
Well it seems like if you and I are in a game we don't stay on the same team for longer than 5 minutes, and locked teams are for casuals. They'd probably win because we both take each other out.
Neat, I'll have to get on board this too. It will be interesting to see the PA in Ascendancy if they make the cut.
I haven't seen destroyable planets in any mod for sins yet. This would be new ground for this team and pretty impressive.
Perhaps some of us should form a noob team to take on the dev team. I would suggest setting up for a quick game otherwise I can see it lasting a long time
Multiplayer should be much easier to pull off with this mod than ICW. I'm very much looking forward to that.
I agree with miller on the slow progression and income. It seems as though I just build and research for a few hours and then spend a half hour actually fighting. However, all that time spent defending my small claim makes the final conquests all the sweeter.
I almost forgot: no FREEZE places this way ahead of EAW.
That was put in as, unfortunately, the base game's limitations on Titans are horrendous. The ability should work fine, either with the hotfix or the new version that should pop up when moddb pops back up.
Have you got feedback? I love feedback. Lay your criticism on me, good man! Supercaps in SoGE are, in a sense, the game's super weapons; they allow you to break through enemy fortress worlds with nice speed. If you sent a single Executor to a world, most of the time you can sit back and watch it lay down carnage on the poor AI planet it hits. Also, the latest release increases the ship speed options (Fast/Faster) so you don't have to wait 5 minutes for ships to transverse a grav well, among other things.