

Seeing how it's like with limited sieging based on certain roletypes or adding it on different things to see how the AI reacts. I've been experimenting with sieging of recent. I don't have to wait forever for something to cross the map). All of my lag is better to deal with (even late game lag. A cruiser and higher, has FAR more value now. I deal with balanced fleets and engagements last much longer. This works great, and the AI had zero playing with it. My game is never significantly lagged from excess amounts of strikecraft, and they function for harassing and support. Reduced strikecraft squad makeup to 3, and readjusted capital ship squad growth rate. Reduced fleet supply to 1000 and adjusted fleet upkeep to 50% max (all the upgrade steps have nice round numbers). Increased and scaled weapon damage on ships (frigates untouched). It was stupid having frigates with the same starting armor as capital ships or cruisers. Increased and scaled armor across the board based on roletype and ship class. Standardized ship cost (money, resources, slot count) based on roletype and ship class (frigate, cruiser, capital, etc). In my mod, I found a happy medium with all of it: EPIC fleet, it's more about fleet dynamics and logistics while still retaining the ability to build a fleet of LRM's if one so desired. (I realize this is part of my problem, but I could not help myself) I mean the first thing I did when I got this game is decide the fleets were too small and expand the game's fleet sizes to twice their normal size. It's a pity it does not function as intended, Perhaps the Optimization mod will help resolve the problems.Īnyway thanks again, a bursted bubble is not a problem, holding on to something with no merit is. Perhaps if we can gather enough things which do not work, we can compile a compendium of fail for the new members to the community as the game is selling like hotcakes on Steam?

If it has any effect on the game, it didn't show up on my quad-core usage or FPS. I loaded up a 9 and half hour game to see if it improved functionality, and I saw no discernible changes outside of what I've already done to sins. Perhaps you'd be kind enough to test this on your own system and see if it has any benefit? I'm not attempting to beat a dead horse with this, this is simply an alternative perspective which I did not see in the 10+ threads on the subject which I read before posting this.I recall bringing this up before (core maximizer), seeing if somebody could adapt the programing to Sins. Regardless, I'm pretty sure the principle is still the same. If this had better functionality or could work better than the Core Maximizer, people would be using this, but it doesn't. Quoting ItchyTasty, reply 2The one the link points to is generic, it functions for all applications not just SC:FA, as I said I'm currently testing it to see if it actually has an affect on the problem.įA is a regular game in my LAN group.
