welcome to the club, man. had the same problem over ICO with my friend. will do as was recommended as soon as I get the chance.
Shadowhal
cool, I think a manual or guide or whatever would really be usefully to newcomers. and I like them as well, even though I know my way around by now.
yeah, I think I posted that I forgot to delete the files. uninstalled it, but didn't delete them. what makes me sceptical though is the fact that joining games is ok and I just finished a game with 3 other ppl and there was no problem at all. the only explanation would be that they, likewise, forgot to delete files and have the same state as I have. pretty weird situation ( but a nice game). I shall remember it in the future. just so eager to finally get my hands on the newbor
well, seems I f'ed up something in the installation and now in entrenchment it tells me my mesh files differ and I can't join games. to be clear, I uninstalled sins when the final version came out and reinstall it. I didn't delete the rest files though. on the other hand I had already deleted absolutely everything in the beta 3 install, so I should have been fine. in any case, anything short of another uninstall/ reinstall complete with file removing that I can do? I'm not too keen on
well, since this thread is as official as it will get: thank you IC for making a great addition and thank you SD for helping them along! and now take a few days off, enjoy your lives again, families etc. that's an order! btw. does anyone else think that sd moving into the pitchfork business would not make such bad sense? announce a delay here and there and you will even cash in on ppl freakin out.
[quote who="EadTaes" reply="22" id="2075333"]Their is one thing still missing. In user interface you still need a check box for : Auto-pin Starbases to the Empire Tree I personaly hate having my empire tree get starbase pinned on it.[/quote] I agree. a check box would be the best way. I for one prefer the auto pinned, so that would be the only way to make us both happy. [quote who="Steve Mackay" reply="25" id="2075353"]The change to ANTIMODULE damage modifiers vs. o
[quote who="Star Dragon" reply="16" id="2075281"]Can someone please give me a hint as to what the "-Powerful new research subjects to improve starbase scaling late game" are so I can drool while waiting for the workday to end? [/quote] damn, someone preempted me with the okulus referrence. ok. here is the rundown: all starbases get a weapons upgrade of 10% and one extra target per bank. only research layer/ level. tec gets 2 levels of extra armour, 10% I think.
I did find one mistake when casually browsing the new research subjects (which are nothing short of godsent btw). the tec argonev ability's research info for the advanced phase space destabelisation talks of the okulus starbase, not the argonev. repeat, in the TEC research subject, the vasari starbase name is referred to. otherwise excellent job.
is it just me or is the final version of entrenchment distinctly smaller than the beta? the betas ranged well of 200 mb whereas this final is listed as just over 100 mb. not that it matters, it's positive, but I'm just wondering. optimisation I guess.
[quote quoting="post"] -Anti-Structure frigates can no longer attack anything but structures, mines and starbases. -Renormalized ANTIMODULE attack type to deal 200% damage vs structures, and renormalized its effectiveness vs. other armor types to be within the range 25% - 100%. -Adjusted nominal damage of Vasari star base, Ogrov and Adjudicator to maintain DPS vs structures to account for ANTIMODULE damage bonus change. [/quote] I'm not 100% clear on this. t
[quote who="the_only_normal_1" reply="11" id="2074876"]Question for all.. I know this has been addressed in another thread, but I still don't get it. The Frontal shield for the vasari SB.. it reads 100% dmg reduction for its first upgrade lvl.... does that not mean it is an invincibility shield for the front-facing part of the SB? Please, explain this to me anyone who knows, because at present it seems a totally absurd super-power.[/quote] well, at first, from what I gather
[quote who="Annatar11" reply="4" id="2074802"]I think they said they'd update the manual for Entrenchment..[/quote] cool. hope they explain the mines well. took me a little to get the hang of them.
[quote who="Hound" reply="4" id="2074732"]I'm still worried how that's gonna work in MP because no one is going to stick around to play with a fully upgraded Starbase. They're just going to take the AM loss and hull damage and go wipe out your inner worlds uncontested because the player with the kickass starbase has no fleet. And frankly, the AI should be coded so that they don't stick around to fight a powerful SB either unless they have enough ships to blow it up.[/quo
[quote who="Annatar11" reply="17" id="2074745"]IC has already said that pirates are going to get some love in the second expansion [/quote] well, there is two issues I'd say. making the pirates more powerful towards the end and/ or more scaling to bounty amount is more of a balance thing that does not necessarily need an addon and that - at least as I would imagine - would not take that much effort. change a few values in increments, modify files what can appear when. that could be do
[quote who="Hound" reply="13" id="2074750"] -ANTIVERYLIGHT attack type's damage modifier vs Module armor type reduced from 50% to 35%. -ANTILIGHT attack type's damage modifier vs Module armor type reduced from 50% to 35%. -ANTIMEDIUM attack type's damage modifier vs Module armor type reduced from 75% to 50%. -ANTIVERYHEAVY attack type's damage modifier vs Module armor type reduced from 75% to 65%. -COMPOSITE attack type's damage modifier vs Module armor type reduced f
I agree with much that has been said, in particular normal's post was quite a fine one. how about every pirate ship gets a severly dumbed down version of the embargo ability? sth like 1-2% income stolen? that would make it scale with the size of pirate fleets, make sense to them (and would strengthen their future attacks) and hurt you even more if it's a rich resource generating planet. and yes, stronger pirate fleets later on in the game. yes to pirates with torpedo f
heh, what do gandalf and yoda (or obi wan if you want) have in common? if you strike them down, they only come back stroonger. :D
actually, what happens if in a map with multiple factions, one surrenders? I mean I only had it with the last remaining surrendering and then I won the game. but at least in mp there is a surrender option. for example in a ffa? I'm not sure I ever had the case, so ... if in mp I guess the ai takes over, but even some ai's have a threshold where they surrender, so what happens then, if they are not the last one on the map? they become inactive and you are free to overrun what's left of them?</
you do mean those extractors in the wells that cannot be colonised, right? ok, again. you can NEVER attack or destroy the neutral extractors, ever. doesn't matter if you are allied or enemies, they cannot under ANY circumstances be destroyed. only captured. if you want, try it with enemy 'neutral' extractors (I know that sounds stupid), it won't work either. the whole point of them is to provide something different in neutral wells to battle over and something that cannot be destroyed
neutral extractors are invulnerable and by design. you can however capture them, via the colony ship for tec and advent and via the scout for vasari. they are a great source for resource income, so always be sure to grab as many as you can. edit: if you hover over their infocard, it will give you that info as well. as most things in the game.
[quote who="Blair Fraser" reply="7" id="2073183"]Its been mostly fixed for Entrenchment and we'll be trying something even better for the next micro-expansion.[/quote] *makes a note on two lists* 1) things that are said to be done for 2nd pack 2) list of incidences to be presented at the 'torture of poor fans by making vague and promising statements with no actual content' trial vs these guys.
[quote who="Benjist" reply="3" id="2073417"]I wonder. If the next installment will have entrenchment features in as standard, or will be able to mix and match in future (some kind of option to run with entrenchment or normal sins) and with future expansions being the same.[/quote] from what I understood, the mini packs are all separate, so you can have the diplomacy addon without the entrenchment content if you're not into turtling. or vice versa. and the same with the 3rd
as much as I'd like to get some info myself, I wouldn't count on it too soon. first, they will release entrenchment, then see if any adjustments are necessary, then try to port as many changes to vanilla sins that were affecting the non-exp stuff. and only then after it all settled down a bit, would they care to announce it. we could set up a bet pot. I'd say just short of a month after entrenchment release that we'll have some sort of announcement or info on the 2nd pack. from above
[quote who="Annatar11" reply="6" id="2073047"]I don't know the details of that, either. But they do somehow! Have you noticed that when you install Sins now, it asks you for the language? It probably checks your ip and figures out the price per their publishing agreement.[/quote] does it? I have a tendency of clicking away pop ups so fast and I rarely remember what they say. well, next time I'll try and and pay more attention.
[quote who="Annatar11" reply="3" id="2073033"] Quoting Private-Cowboy, reply 1Can somebody enlighten me why I did not get charged the 9.99 but a mere 12.87 when I bought Entrenchment two days ago? The addon is priced as 9.99 everywhere, yet Stardock charged my credit card nearly 13 dollars. Can this be right??? Are you outside of the US? If so, it's Kalypso's prices [/quote] when would that have started? I remember I didn't pay as much and I'm not in the US. I was always a b