[quote who="TobiWahn_Kenobi" reply="5221" id="3769258"] sorry, real life is a bitch. [/quote] TobiWahn, Sorry too hear life of late has provided you with excess entropy. I don't have the time or technical chops to pick up the lead. On a side note since last we spoke I've become a grandfather to twin girls...
Darvroth
1) LOS/firing arc improvement for most towers. 2) AOE indicators for those towers that have an AOE or splash damage. 3) One or more weapons that dual purpose air/ground targets.
Concur with FoxURA on both counts: - Better placement indicators of LOS or Field of fire before placement as well as before upgrading. - Terrain features (including height) can block, shadow and enhance tower fields of fire and range depending on the particulars of the tower.
Even with copious amounts of drones...haven't completed...yet, but I keep getting closer. Also the LOS engagement ring for the drone tower and the distance drones will chase are not the same thing. The engagement ring is much smaller yet not at all clear how much smaller.
I'm racking up hours and several things still annoy: - The LOS and the effective engagement zone for the drone towers are not the same yet a single ring attempts to display for both. As near as I can tell the engagement ring is the maximum distance the drones will chase creeps. What is needed is a LOS ring for the drone tower so I know just how far it can be placed to maximize path coverage. - The tower placement grids are a significant improvement yet I still spend a lot of t
Will early purchase be available through Steam?
Multi-player maps are a must! Assign the host as commander who then assigns areas to be defended (either fixed, pre-determined areas or more free flowing user defined). For variation commanders can have an independent resource supply or share from a common pool. Orbital support can similarly be individually assigned or part of a common pool of available support were each commander has either a preset number of fire support calls or cool down periods for each variety of orbital support. <
[quote]Fixed bug where AI could stall on colonizing a planet. [/quote] Awesome! Thanks team.
[quote who="Frogboy" reply="5" id="3670241"] Also, looking for some forum feedback. We'b een updating the forums a lot lately. [/quote] Do the new forums clone the old forums? I've noticed several subjects appear to be on divergent tangents...
[quote who="Yarlen" reply="42" id="3671981"] Should be next week. [/quote] So much for free time...start updating mod...
[quote who="GoaFan77" reply="3" id="3667589"] I think you mean the research files [/quote] Yes, it was late...
Slightly off topic but I love the new UI interface for game start. Thanks team.
[quote who="JoshuaTedder" reply="2630" id="3645925"] Ah so there can only be one type of constructor. [/quote] True but the constructor can have several abilities allowing it to construct or spawn a multitude of things.
[quote who="GoaFan77" reply="27" id="3667588"] If the latter, yes, I'm sure basically all total conversion mods would like that. [/quote] Yes, the latter. The last DLC unintentionally introduced several modding complications. Hard coding vanilla Sins ships being IMO the worst offender.
[quote]Right now, the maximum Capital Ship limit is 16. [/quote] Easily modified in the constants file.
[quote who="Blair Fraser" reply="25" id="3667436"] I've looked into negative trade values and its relatively easy. However, what isn't easy is how to deal with all the trade modifiers. As it currently stands, the modifiers will all make a negative trade income worse which precludes the idea that a value may start negative and work its way positive through modifiers. What behavior is desired? [/quote] Well if easily implemented I'm fine with negative trade va