That's what I thought as well. :( In fact, I'd prefer having two different settings at game start: AI intelligence level and AI resources.
pndrev
[quote who="Frogboy" reply="9" id="2085290"]Hope you all pre-ordered. [/quote] Don't forget the promise of a special pre-order phase for PayPal users! :D
[quote who="Annatar11" reply="4" id="2084817"]Check the bottom of page 23 for the Entrenchment download link. [/quote] Yeah, I found it a while after posting. Great job!
Will this mod get updated for Entrenchment as well?
Is it just me or is the way of adding custom forged maps to the game a bit overcomplicated? I can see copying the maps to a specific directory (even if that means having custom maps in two different places) but also having to edit game files? It's maybe even fine for the people who design maps, as they are prepared to deal with some 'dirty' editing anyway, but to the casual player who just wants to download and play a map, it's simply too many things to remember. <
Just got back into Sins now the Entrenchment is gold... waiting eagerly for your Entrenchment compatible version!
Nice work neilo. Getting closer to 110k, I see. ;)
Yep, although I got an ATI - download the CCC and run it. Everything else went automatically, without having to uninstall old drivers first.
I think it actually works very well together with OD. Fences cleans up my desktop, OD gives quick, easy access to applications without cluttering the screen again.
I'm already using it, and it is one of the best ideas to come from Stardock!
The 'Battle of the Gods' scenario also starts you with all techs, that could be used as a substitute if you don't have TA yet.
Don't forget to make the Beta pre-order available to PayPal users. :D
Wow. Definitely getting closer to the next big barrier - 120k.
Oh, that one. There are some options that decide when you get to watch these 'full battles'. I think the default is only when both sides are fleets, but you can check yourself. It should be in the option menu, under 'interface' -> 'battle options'.
1) You need constructors, but it is possible that the campaign restricts the tech necessary until a later mission. 2) What combat simulator???
One that is easily fixed, as the old SDC install wrote the registry entries not where Impulse is looking for them. There where quite a lot threads about that back when Impulse started, so finding that information shouldn't be too hard.
Then get Impulse working, and do the usual 'offline update' method of downloading the archive at a different computer, putting it on a USB stick and then updating from that archive at your normal computer.
Not what you want to hear, but... upgrade to 2.02. A lot of bugs (including memory errors) were fixed in the 2.0 release.
Welcome to third place! :D
As long as it's verified. (SCNR). Seriously, take your time, I just wanted to make sure that there's nothing wrong with my installation.
Alright, it took approx. 8 minutes, but I'm at least getting the Impulse window - which is of course still trying to log in. However, it seems that the error lies somewhere else, judging from the log (that I finally found). Not even the browser part of Impulse is displaying, just the installed software (read from the registry, I suppose). So, any connectivity issues, Stardock? ;) -- [23.01.2009 21:17:39] -----------------------------------
Addendum: Same behaviour when running explicitly with administrator privileges. Certificates are installed and valid, no errorlog gets written that could point me in the right direction.
Never had any problems with Impulse so far (well ok, the installation path problem in the early days...) But just now something different happened. I got a box asking if I want to restart Impulse as non-admin. Never got that before. Fair enough, restart. Login screen - er, what? Never seen that before. Ok, maybe the switch from admin to non-admin messed something up. I enter my login, 'ok' and ... nothing. Minutes later Impulse is still 'verifying'. &nbs
Sounds good to me, although I'd rather have the ranks displayed and the achievements really mean something from an in-game perspective. But otherwise, neilos list looks complete, yes.
My usual use for cargo hulls is explorers (lots of engines, lots of sensors) which can provide an edge early on - later I discard the engines and change them to semi-stationary monitoring posts. For ZYWs, cargo hulls are also invaluable, as they are cheap to build and can be upgraded to spore ships once they reach their intended target. If you find yourself being bullied, slap a ton of weapons on a cargo hull and let it stay in orbit - you'll get a boost to your militar