Perhaps pirates that attack trade ships and stations and possibly even military ships could artificially add more resources to the black market pool. As for the original idea, I've long thought the penalties for mashing the buy button weren't strong enough. I really like the concept of evaluating how much total extraction is going on in the game's universe versus how much one is attempting to buy up at once.
Mazuo
Worst case, archive your Sins and Entrenchment installs so you can uninstall Diplomacy and quickly reinstall the other two if necessary without having to download anything.
If one did want to go with the old rock-style Earth element, I'd think increased weight of weapons so fewer number of attacks, but much harder hitting would work. Armor would be even simpler as Earth-enchanted would make it much tougher than the standard piece, but perhaps slowing the movement speed of the unit. Anyway, I'd love to speculate more about the 'mystical' we're set on getting instead, but there's not much more to say until we get some more details about it. Goo
Thanks for the update. Installing now and will try it out later tonight. Keep up the great work!
I understand fire, ice and lightning as classic elemental types, but why mystical? Mystical magic damage seems both generic and redundant without some elaboration. I would think nature damage in the form of plants, venoms, etc. would fit more with Earth and then you'd have the four elements. Plus, you'd have the built in oppositions between fire and ice already, but how does mystical counter lightning? They both seem rather similar by just the words involved. I
Personally I'd rather just have the current AI templates more pronounced in their differences. Perhaps it's the fog of war or other factors, but I never really notice the various AIs playing substantially different from the others.
I'd rather the connection information screen just remember where I left it and at what size and re-open there the next time I play.
I don't miss the reference when looking at the ship, but it fits so well with Advent in my mind that that takes precedence.
I think you're on to something with the transactions idea. I don't MP much, but wouldn't it help to know if an enemy player was being fed lots of resources before his ships arrive on your doorstep or his defenses have been built excessively?
I have to say I disagree for the most part. I'll give you the similarity between the Raloz and the new envoy model, but I find it's more thematic that way. As for the Advent, I really like the model being used, but my one criticism would be the apparent lack of any exhaust trails. It really needs some to fit in with all the other ships in the game. Other than the front curve of the Vasari envoy not looking quite as smooth as I'd like, it seems perfectly fine to me in a
Edit: Servers back up.
Thanks for the quick update. Downloading now.
Patience? I think not! *writes angry letter* [e digicons];P[/e]
I can't reproduce the settings not saving. Just opened the game and everything is as I left it. New game settings are where I left them as well.
As the title says, I see a black screen and a cursor upon launching. If I alt-tab I'm told a minidump has been generated and the program closes. Having a mod enabled seems to be the problem. What's more troublesome is that then launching Entrenchment and disabling the mod and hitting the apply changes button causes a minidump as well. Didn't try editing the EnabledMods file as I had easy access to archived copies of Sins and Entrenchment, so I just reinstalled. <p
I've been signed up for the closed beta for ages with the usual no response. *sigh* I'm not a big fan of Cryptic, but I was pleasantly surprised with how fun Champions Online was over that free weekend a short time ago. Lots of flaws in the game, but I was having too much fun zapping things with my power armor to care. Spent hours in the power training room setting and resetting skills to try them out and match them to my character. It greatly amused me that yo
Stackable conditions and escalating warnings for diplomatic speak should be very interesting to see. Good luck advancing the idea and making it work.
Found another small problem. Used to be that TEC shields glowed yellow, Vasari green, and Advent blue. All three glow yellow in my last game. Plus, could just be my eyes, but I remember little target reticules appearing on the shields where they were hit for at least TEC, and I'm not seeing them either. Let me know if you can reproduce and fix.
Figured as such. It varies how noticeable it is with whatever star background you're playing on as well. Playing another game now with me as TEC vs. an AI Advent and Vasari. Going well so far with nothing really to report.
I don't recall if they ever confirmed that plans were scrubbed or not to release SoaSE with all its mini-expansions in one box. I do believe though that there's no chance of the mini-expansions ever seeing a retail release by themselves.
Yeah, you sound pretty confused. There should be no manual running of patches with impulse, nor should you be able to update the game to intermediate versions, but only the latest. Uninstall the game, reinstall, and just tell Impulse to update the game. Done. Don't mess with standalone patches. The version numbers you're throwing out make little sense as Ryat pointed out.
Eh, I'd still go ahead and make that separate folder for an online version of it. Removing GameInfo and Mesh really only gets rid of Manshooter's debris as I recall and a few other things like the elongated Kodiaks and Marza. Glowing missiles and all other weapon effects work just fine I believe. Then you can just enable whichever version you want on the fly.
Disable any third-party security or antivirus programs running while you download. If that doesn't fix it there's probably something wrong with your internet settings.
It's a different checksum from files in the GameInfo folder and different meshes in the Mesh folder. Running the mod online will always desync as far as I know. The easy way around it is to have a separate copy of the mod named differently and remove those two folders. If done right, you should have a zero checksum and most of the graphics tweaks should exist. Played some SP to test and starbase shields seem fine on my screen, so maybe it was just something with the
Thanks so much for taking the time to fix up the files Moguta. I'm a bit busy with playing Dragon Age right now and some other things, but when I get a chance I'll get Sins and the mod installed and try to comb through it for anything you might have missed. Video looked pretty nice though. Only question I had from watching it was if starbase shield opacity should be that intense. I'll wait to see it in-game though before making any judgements.