Playing though Entrechment ( I love this game) and then boom - dumb file + crash- I don't like that much :(. I will send the dumb over since this is beta 3 - guys please get this bug outta here. I can't enjoy a full game like this. I have 3.5 gb of ram and a 500+ ram video card - so it's not fair - I guess I have to go back to regular sins until this is ironed out.
DarkSide73
Early on you just need to fully load your starbases with upgraded guns, armor and fighters. the TEC starbase can have 14 fighters docked with 13000 health and 5000 shields. A well defended planet with gause platforms and hanger support shoulf be ablr to deal with a few Ogrov even if you dont micro.
I am still experiencing crashes at the highest levels of visual fidelity. After I installed the newesr beta last night I cranks everything up to the max. I recently upgraded my system to 3.5gb of ram and 512 of video memory and still about 30 minutes in the game blows up. I've sent dumbs related to this issue before and will more than happy do so again if needed. To your credit version one became very stable and did not have memory issues though it did tend to stutter
I think that is a great Idea. I dissagree that it should take a long time. Say for instance you had a startbase that was on a frontier planet so at 1st you upgraded with all defensive powers - later on in the game this planet is going to be amid tier planet and is well defended by other other lying planets and phase destabelizers. now you should be able to get some of those armaments off there and make it a trade station . I've been feeling the same way about tha
vERY WELL DONE. i TOTALLY agree on all your points.
with the way the starbases are now an actual problem for most fleets I actually like the structure frigates packing more heat. Guess you have to get rid of them fast or at the least have some heavy defenses in place to keep your starbases alive now.
I played against the Vasari and when I attacked the fully upgraded base blasted a deep hole in my fleet I had to retreat and come back with many more ships. sweeeet :)
i just sent a dump in also - im sad now
This looks goody goody, having the mines in grouped spaces hopefully will reduce the mine spam and be less of a burden on the CPU - and wow that modification to the starbases should be good. Starbases should be able to get a lot more kills now.
If cost is not an object - I would go with a san setup. I used to have lots of external drives from all makers and models but I noticed that I was replacing these drives a lot. I purchased a couple of Drobo's last year and I could not be happier. For the Cost of the case, you can add drives of any speed and brand as you choose to grow the system. You also don't have to worry about losing data in the long run. Check it out.
I don't care the order so much as I care not to lose a level 9 CAP ship because it foolishly jumped first. This will work well if my other 2 requests are answered. 1. Mine fields are represented in clusters of 10 (they blow in a chain effect)- makes them faster to clear. 2. The scout has the ability to detonate mines (send out a pulse or something to make them go boom). So now say your fleet is jumping in - the scouts jump fi
Exactly - consider the amount of money being funded to them they should be a bit more then a nusance. A sever pirate strike should be able to do heavy damage to planets that have no starbase and no fleet on it. with only a few caps and lot s of support they should be able to damage a lot of the assets that have been built but would only desimate the planet if you never answer the call.
This sounds like a great idea - Homeworld did something of this nature. They need to turn launching of craft to an abilityt and set it to auto to that it happens only during combat - great idea.
The pirate bases have decent defense but I'd like their base to integrate some of the starbases features. Maybe some type of long range firing weapon and some additiona defense capability even a shield. With all the money the pirates are stealing taking a base from them should be a bit more of a fight. Also they should have more types of stolen tech - mixed up vehicles and maybe even some type of fighter support and a jumker cap ship. This wont
I agree - no self respecting base has no flaks - starbases severly need flaks - im not saying enough to stop a full fleet but enough to give a smaller fleet reason to not try it. I didn't mind the movement ability I just felt it was unfair - if the Vasari base can move - then you must extent the range of the other races bases. They should be able to defend at least half the range of the gravity well. In my opinion you should not be able to bomb a plane
Fleets don't really have balance - they have purpose. for instance the fleet you indicated: 120 LRF's, 50 light friggates, 20 carriers, 20 support cruisers and 5 capital ships would be easily contered with 40 Heavy Cruisers, 70 carriers (35 fighters and 35 bombers), 20 support cruisers and 20 flak cruisers. You see the LRF have advantage at a distance but only against other cruisers, the fighters and bombers will reach them
Due to the way that mines works I think it's important to revisit the way that fleet cohesion works.. I think that it is important that certain parts of a fleet jump in system first and that other jump last. Case in point. If I have a fleet assembled I naturally want my scouts to jump in system first - especially now with the way mine fields can pound a fleet. I also would prefer my carriers to jump in last. I also would like flaks to be groups better i
I had a scenario with all advent armies where the AI built a ridiculous amount of scouts. During the end game I attacked one of it's planets and his floee had over 80 scouts - which would be fine if all I was sending in was homing mines or if scouts had a good counter to attack mines. But in the long run it made it easier to slaughter his fleet.
I love playing defense - seeing a fleet crippled under the weight of my guns is SWWEEEEET. So here is my suggestions. I think the mines are a good deal and I don't mind the spamming so much as long as you find a way to make it take less of an impact on the GPU. The mine concept in it self is awesome. The advent's homing mines were especially impressive considering that a cluster of them took out a level 9 KOL the minute I jumped into the system - my fault for n
I tend to leave me home planet unprotected. I usually start building defenses once I've encountered an enemy - usually after I have 3 planets. Only the planet that is is on the outside of my grid needs to be defended provided it can serve as a choke point - so I start defenses from this point forward. The only way I bother defending my home planet is if I am facing TEC and it's late game - since they can send insugurgents to attack.
I find the Ograv very usefull - I tend to include 4 or so in each of my battle groups and it helps to remvoe structures in a nice and fast fashion. I would like to see them add the ablity to make them attack cap ships. That missle is sure to remove the shields on most caps in 1 hit :)
I've noticed a few times that once Ive created a few bases that sometime they do not show up on screen. I can see them firing weapons when attacked but the graphic for them is just not loading - this has happened 2 times thus far requiring me to restart. Also major crash bug that basically won't even load my file. I will send the dump later today.
My only complaint is, once my scouts see the mines - why can't we target them and destroy them
Why is everyone complainging about mines. They are as powerful as they should be. In the real world a mine can cripple just about any vehicle and will sink a carrier if it runs into a whole field - so duh :) My only complaint is, once my scouts see the mines - why can't we target them and destroy them
I don't agree - you should have as many mines as you can afford place