Shadowhal

Shadowhal

Joined Member # 2761571
21 Posts 774 Replies 13,959 Reputation

[quote who="Craig Fraser" reply="25" id="2072541"]Hehe...we were well over budget a month ago. This expansion was not priced properly, i highly doubt anyone will complain about its value once they've played it [/quote] sad to hear that (you are way over budget), but it's not surprising considering when it was planned to be released. respect that you waited and improved until it was polished enough, not all developers do that. and I agree. you do get a whole lot of co

193 Replies 383,529 Views

midnight? I doubt that. tbh I can't tell you when exactly tomorrow it will be available, it will depend how soon it's done logically, it could be before noon or in the evening. also keep in mind that IC is EST (american east time) in case you are somewhere else.

8 Replies 9,585 Views

I don't know if it's possible to do it, since it's a unit ability, but I think it would be great if we could see the range of a starbase upon placing it, similar to seeing the range of the turrets, repair bays, etc. when you place them from the menu. you kinda get a feel of it over time, but it would still be helpful.

6 Replies 2,111 Views

[quote who="-Ue_Carbon" reply="9" id="2071987"] Yeah your right about Vasari getting a nerf the with damage changes. That will make the Vulkoras even more importaint!!! YaY!!!! for making caps importaint! So one could almost say that the Vulkoras are the anti structure ship for the Vasari??[/quote] I like that.

12 Replies 36,983 Views

[quote who="Howdidudothat" reply="9" id="2071612"] you'd still need a concerted effort to bring the original 100 squads down, You never heard of magnetize have you?[/quote] or flak burst, or jam weapons or tele push. so? these were powerful tools of strike craft muss morder before. now they get more powerful, because said strike craft are harder to replace. well, it just means you have to look out for your stuff more. you also won't let a fleet of lfs run headway in

13 Replies 6,811 Views

[quote who="Annatar11" reply="9" id="2071589"] quoting postI was retreating from a losing fight against a vasari opponent and he kept phasing out my capital ship. it was not a huge problem per se, but every time it came back online, it had forgotten the original retreat order (not the fleet menu retreat, but a regular order to my neighboring planet) and auto attacked the enemy. I think it's been discussed before, I just want to point out that it's still here and I don't like i

16 Replies 3,728 Views

[quote who="Mazuo" reply="7" id="2071468"]Does that mean they're still at 75% production efficiency if they're just chilling on the edge of a grav well while the enemy fleet is tied up by other ships? Because from the volume of some of the screamers over carrier nerfs, this just makes them look downright silly.[/quote] that's what it said in the changelog and that's what I observed in the game. haven't played enough to judge it properly, but I'd say it's a fairly good chang

13 Replies 6,811 Views

[quote who="MindsEye" reply="4" id="2071220"]Im pretty sure when it says 75% it means -25% or 75% out of 100%. When they are under attack its lower like 30% and caps go to 50% when under attack but I dont think they have any penalty otherwise.[/quote] you are correct. ALL ship or structure with strikecraft have their build rate reduced by 50% when they are under attack. next to that, carrier cruisers get an additional -25% if enemies are in the same grav well, which brings the

13 Replies 6,811 Views

[quote quoting="post"] in combat in particular (when units are moving from well to well also), the tree moves around too much for proper control, to the point where I feel it necessary to pause during some battles to adequately lay out orders without fear of it jumping up/down and me having ordered the attack of the wrong unit. [/quote] that bugs me too. maybe the ships in transit should be displayed at the very end of the list. that way

9 Replies 11,916 Views

from the description on impulse (which I think is the same as the fact sheet on the original announcement) Subspace Inhibitor - Slow enemy ships that pass within its range. yeah, it's really not in, I never even noticed up until now.

11 Replies 3,411 Views

dump files are located at: C:\Users\username\AppData\Local\Temp\Sins Dump that's vista, not sure on xp, but it should be similar. otherwise, use the windows search function, pretty convenient stuff. send the dumps to [email protected] have you tried to reproduce a specific minidump? like load an autosave and see if it still dumps at roughly the same total game time? there have been a few cases where ai use of faulty things have caused dumps, even have e

7 Replies 2,963 Views

ad 1) well, customisability would not be a bad thing. I mean for me personally, there are some ship classes I don't want to auto join. colony ships, sieges, constructors, sometimes scouts. but that may be different for others and of course depends on the situation. if we ever do get more choice over what should or should not join, I'd certainly be happy about it. ad 2) I'm guess that has to do with technical stuff, the engine. likewise, I'd enjoy if the really point were on the fleet

10 Replies 20,561 Views

[quote who="jjandrah" reply="3" id="2070451"] quoting postit limits my ability to focus on other tasks. That's the entire point. Stuns allow a player who is paying attention to snare a retreating capship from someone who isn't. They also allow a player who's paying attention to halt some of the more powerful abilities - Marza fleet nuke, Egg planet suck, and taunt+malice+retaliation. Also take note that the stun abilities are placed on the "weaker" capships (Akkan, Pepper, Marauder)

16 Replies 3,728 Views

I was retreating from a losing fight against a vasari opponent and he kept phasing out my capital ship. it was not a huge problem per se, but every time it came back online, it had forgotten the original retreat order (not the fleet menu retreat, but a regular order to my neighboring planet) and auto attacked the enemy. I think it's been discussed before, I just want to point out that it's still here and I don't like it. if I give a crucial order such as retreat, I want it in place no

16 Replies 3,728 Views

well, I do think that unit specific damage or damage modifiers are a good thing, because otherwise there is just stronger or weaker. otherwise there is very little room for various roles if a unit's value depends solely on health and attack power. doesn't mean that is has to be extremely extensive though. but I'm digressing. I thought about a new fighter type too, but I couldn't find a concept that doesn't overlap too much with what is already in. and no, ignoring is not the same as d

110 Replies 379,625 Views

[quote who="Pompeii" reply="1" id="2069957"]To be honest, Beta 3 is virtually unplayable for me. While it worked great for the first 25 minutes or so, it seems to inevitably crash. The sync bug that existed in Beta 2 seems to be fixed now, and I haven't encountered it in any of the 25 minute games I've been playing. The main problem is now minidumps - if they get those fixed by Wednesday, we'll be golden. On a side note, try not to be too harsh on the beta. It is a beta after all,

7 Replies 2,967 Views

you get an automated response and in some cases a real one too. just for the record: the advent mine crash apparently also applies when playing against ai (it's what caused my crash of that other thread I made), so you might be careful and not use advent ais in this build. at least that's what I've been told.

13 Replies 7,349 Views

[quote who="Shadowhal" reply="11" id="2068821"] Quoting Agent of Kharma, reply 10 Quoting CreditSuisse, reply 5How long would this "Twlight Period" be? I think its a excuse to never change the Carrier at all. Do the research now and get it done. People need to seize the day and ATTEMPT to solve the problem. I would agree with Agent if we were talking about major changes to the carrier but we're not. -A 15% decrease in shields and hull points - A speed decrease

13 Replies 9,041 Views

[quote who="Toddwp" reply="2" id="2069403"]If I change my civilizations capital, won't it lower the loyalty of my plants around the original capital?[/quote] it will, but you might find a place where the overall loyalty would be higher. if for example your homeworld is at the edge of the map, then relocating it to the center would profit the far off colonies and would not overly impair the ones that were closer, because they are still fairly close. it depends on the case, but more oft

9 Replies 15,937 Views