Shadowhal

Shadowhal

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

[quote who="mrw0nka" reply="1" id="2049166"]I thought flak frigates could hit mulitple targets as well. So right now each weapon bank attacks 1 target? (in the case of the Kol that would be 4 targets?)[/quote] yes, but from what I understand, the flak frigs have different banks - one at front, back, left, right each- that can fire on one traget only each. the starbases on the other hand also have different banks, but these banks can and do fire on more than 1 target each

31 Replies 18,494 Views

[quote who="Annatar11" reply="6" id="2049038"] ... but when the Entrenchment beta just came out Yarlen said that processing preorders might take a while because they had a huge number of them.[/quote] uh, hadn't heard that (only experienced it). thus I can speak for everyone when I say 'Good news, everyone! ...' (100 pts to who gets the quote) again I wonder how much the rest of the original time table is fucked up. but then, with so much in entrenchment still to to

113 Replies 197,410 Views

illums are a lvl 3 tech. if you he's going for it and if the map size is not too huge, you could also try to rush him. get your cap and as many lfs as fast as you can and go straight for his hw. other than that, the carriers would seem the best option to me. same lvl as illums (except advent themselves). yes, more costly, but also more powerful. just micro them a bit, run them away from the illums, last time I heard the have some trouble catching up to running carriers. if you trouble

5 Replies 1,631 Views

but if the banks change have no effect on capital ships, why were they mentioned as such in the 2.0 changelog? they said capships were not the primary beneficiaries, but they were affected. of course, it may that only some are affected, but from I understood, I wouldn't say that only sbs and adjudicator are affected. edit: hm, checked the log again. a bit unclear, but the capship bank changes seem more about optimisation and fixing that multi target acquisition. it's not totally clear

31 Replies 18,494 Views

[quote who="sirphoenix" reply="1" id="2048868"]it's a known bug from beta 2 where adjudicatos won't do anything after you save and reload a game. no idea if it is fixed in 2.5. we'd have to make a new game with 2.5 to be sure.[/quote] thx, wasn't aware of that. I'll try it with a 2.5 game then when I have time.

7 Replies 2,038 Views

53.5? that can't be the per second value. last time I checked that was more like 15 or so and since the info card summes it up, the front bank alone probably does even less than that. seriously, the group you desribed would get beaten by a starbase with 2 to 3 military upgrades, that I am quite confident of. but go make your experiment, attack a starbase with a bunch of illums and guardings. I'm curious of the result. report back in. that's what beta is for after all.

40 Replies 12,075 Views

in a test game, the adjudicator just is not firing. I had it in a fleet and thought it was just not displaying the graphics, but I pulled all other forces away and the building they were supposedly attacking (their info card showed it) did not take any damage. it was actually a game started in beta 2.0 and continued in 2.5, maybe that is the problem. I was suprised it even loaded, but I figure if it were incompatible, it would not even load. I can provide a savegame if needed.

7 Replies 2,038 Views

you know that circle when you build something? that indicates its size and where it should be going? they also exist for mines and I would appreciate it if there the circle was approximately the area that the minefield would later encompass. that way we can place them a bit more precisely and we can better judge what area we are about to cover, even with the randomness of the actual placing in mind. not a huge thing, but I think it'd help.

1 Replies 1,180 Views

has anyone ever considered that just because the starbase is moving does not mean it keeps the planet from being destroyable? I mean who stops me from splitting my siege frigs into groups and attacking from different sides? if you micro it with some care, you still do a lot of damage, because mighty and moving as it is, the sb can still be at one place at a time only.

81 Replies 221,462 Views

this update has fried my copy of sins, I cannot start the game anymore. that is, if I click on the icons, the game starts to load up, butbefore I get to any screens or company logos, windows boots me and says the program does not work anymore. it was fine before in beta 2 and I did not fiddle with the settings. I did not even copy the folder and paste it somewhere else prior to upgrading to entrenchment. it might be worth to say that when the update was live just now, I saw

20 Replies 29,256 Views

as a matter of fact, most if not all numerical values are given in a per second basis. income, resource generation, hull repair, etc. very clever to put it on a unified base.

31 Replies 18,494 Views

[quote who="Annatar11" reply="18" id="2047665"] IC ownz the world! If only that were true, then I'd actually be able to get a job with them. [/quote] by all appearances, you already have. you just don't get paid. :D yippie, patch up.

96 Replies 258,167 Views

[quote who="Agent of Kharma" reply="3" id="2047618"]If such a thing is deemed necessary (I'm not saying it is or isn't), a better idea which captures the essence of what you want to do is to simply have the vasari SB initially constructed with an empty weapon slot. After the construction, you get to choose 1 weapon for free - a standard vanilla anti-ship weapon, or an anti-structure weapon. Once you do that, the one you didn't choose is automatically set up as an upgrade.[/quote]<

4 Replies 1,933 Views

rather than the suggestion of starts with a colony already up and labs ... why not give more resources. like an option at the start, low- medium - high resources. the difference is that with resources instead of pre built stuff, you can still chose what you have. granted, it's not quite as fast, but still. also, the high resource start could include starting with extractors and capship factory already up and running. I mean seriously, building them is like one of the first things you normally

12 Replies 32,089 Views

[quote who="Annatar11" reply="4" id="2047297"]If I remember right, Kitkun posted that the capital ships only have 1 target still. Starbases have 4. I wouldn't mind that displayed on the info card, but those are getting rather crampy too. Generally though all 3 banks couldn't be firing on the same 3 targets because they're all on different sides. But yeah, if the Kol was set to 3 targets (according to Kitkun it's global, not per-weapon, I haven't looked at the files myself) then each side coul

31 Replies 18,494 Views

[quote who="Annatar11" reply="1" id="2046827"]Banks basically refer to where the weapon can fire from. Each weapon can have up to 4 banks: front, left, right, rear. For the Kol example, the beams only fire from the front, so the side and rear banks for the weapon are unused. Autoccanons fire from the front and sides. Now if the Kol had 3 targets per bank, that means its autocannons on each side can target 3 units because the setting is for each weapon bank, not the entire weapon. I

31 Replies 18,494 Views

[quote who="Agent of Kharma" reply="17" id="2047203"] Very well put. A simple and effective start to this problem of thier starbase would be just to have the anti-structure already equipted. And maybe a reduced build time in an enemy well. Sounds like a start to me. A variation might be to keep the build time roughly the same, but allow it to be started while in the phase jump, LOL. Would add some tactical decisions, and would allow for not only building the SB quicker, but al

36 Replies 25,026 Views

[quote who="Annatar11" reply="4" id="2046756"]I think Blair said it was an intended change they were going to make. Maybe it's one of those undocumented ones. [/quote] ah. well I guess we'll see.

96 Replies 258,167 Views

how about this: when construting a starbase, the vasari get to chose between the standard starbase as we have now and the assault starbase which swaps basic and second tier weapons slots. as such, the assault starbase becomes just one big, bad, upgradeable structure buster, but it comes with this function right out of stock. only, that also means it won't be as effective against ships than the standard starbase would be. I think this takes care of several problems: 1) the vasari still

4 Replies 1,933 Views

cool thing. I think the cost reduction for mines and the tweaks for the anti-structure ships are a good move. what about the vasari SB's anti structure attack? was it not supposed to get a buff too or was that only under discussion?

96 Replies 258,167 Views

[quote who="Annatar11" reply="18" id="2046021"] but does make it kind of hard for vasari to assault heavily upgraded starbases without bad losses. now, if we are discussing vasari and anti-structure capabilities The Vasari Starbase's first weapon upgrade (the lightning zaps) is meant to be particularly good against buildings, and IC said they'll probably beef it up a bit still. This is why they don't have dedicated anti-structure ships.[/quote] I was not goin

52 Replies 110,218 Views

[quote who="Ryat" reply="8" id="2046019"]Definitely belive they are worth it in the economical sense. The TEC (my fav) can triple your trade route income (had one instance of 60 to 180 ) The Advent may not move your credits up much but they can raise your loyalty factor by 30% which gives you better resource collection and taxes. The Vasari is probably the least useful in eco but it moves.[/quote] actually induced reverence could work well with resour

10 Replies 4,774 Views

[quote who="Bobucles" reply="14" id="2045830"]I'd like to see the Vasari siege ships gain an anti structure power. Vasari siege uses giant lasers, why shouldn't they be good against both planets and in space?[/quote] hm, well, they are weak and expensive enough. could be cool. now, if we are discussing vasari and anti-structure capabilities, I have a little idea: given that starbases for vasari are designed for offensive purposes also, how about a research option that speeds u

52 Replies 110,218 Views