First documented by Bartolomé de las Casas in De thesauris in Peru (1563), these martial techniques were first viewed as objects of curiosity, then derision, and finally abhorrence under the reign of Mariano Melgarejo in the mid 19th century. That being said, they are a strong race for certain.Hispanic Andean scholarship has long held that Rumi Maki, meaning "Stone Fist" in Quechua, is a decidedly rural remnant of the Incan Empire. Yes, they have very strong ships, but they aren't going to have nearly as many as a more standard race. They are balance by their individual slot count usage and cost. It does seem that either Bailknight's or ReShade is making it worse though.Īs for the Ancients. I did not assign a proper fighter exhaust trail so it was using something larger than it should. It may be due to the Bailknight's mod amping up an effect though. I tried bombing an asteroid in a test game and I did not get anything like that effect myself. I'm not sure what's going on in the first shot. My mod order is Stargate first, then Sins Remastered, then Bailknight's. I don't know if the following two screenshots are from excessive bloom or something specific to the Stargate mod, but figured I'd share anyways:Īlso, can confirm the full Bailknight's Mod (as opposed to the lesser stack version) works with both Sins Remastered and Stargate. That, on top of their endgame tech tree being super expensive balances them pretty good. At first, I thought they were kinda dumb, cause their ships are powerful and don't die, and then I later realized.
Originally posted by WindStrike:Trying out Stargate mod, playing the Ancients. At most, SinsRe is just making it more visible so you notice it more. The post processing will be adjusting the contrast, saturation, etc of the effect but any "bugging out" in the shield itself will also be present in the base game. Sins: Remastered actually doesn't make any changes to shield effects what-so-ever. It doesn't seem to be really showing off much for bloom though. This screenshot was taken using a possible candidate for the settings next update: The contrast and saturation boosts have also been reigned in a bit. The latest internal version has it reduced by about 35%. Although, oddly enough enough I've had someone tell me today that they didn't think there was enough bloom either. That is what I meant by them needing adjustments yet. Originally posted by WindStrike:Things I've noticed so far that I think could use improvements (which you may or may not have already done): Just to verify, I checked it w/ both Bailknight's and ReShade off, and I got the same thing. Figured I'd point 'em out just in case though.Īnd lastly, I've noticed when enough ships attack a shielded target, the shading on it completely screws up, and it's pretty jarring.
I would guess those two are the things that are already addressed for next release when you said "beta settings are too strong". For example, I was just looking at an asteroid mine, and toggling the Bloom/Post Processing on/off, the asteroid mine goes from dark to "holy crap that's bright". Not sure if this is a result of the bloom or not, but some of the lighting comes off too bright.Looks nice in a good chunk of situations, but when there's a big explosion or a really bright star, it ends up being a little overkill. Things I've noticed so far that I think could use improvements (which you may or may not have already done): Mainly, it applies a good vibrancy to everything. Still messing with the bloom settings as well, but for now, said settings are a good start. Debating whether or not to keep the anti-aliasing effects on there or not, cause while they smooth minor edges, they also obscure some of the background stars. Here's a dropbox link for my ReShade settings - Wind's Sins ReShade Settings [I'm still tweaking them.