yeah, I figured mines would take some work to fix. some of the other balancing issues are probably more of a discussion and then resetting values thing. well, I'd have loved to have it this week, but you guys take the time you need, quality is paramount after all. and thanks for the info, I really appreciate you let us know as soon as something concrete was in sight.
Shadowhal
well, it was described that vasari generally 'ruled' from orbital structures and only had minimal on planet presence. additionally, this is a race on the run, so their population may not be large enough to warrant large ground soldier corps. so my feel would go rather for either extreme enhancement, battlesuits and lots of automation and stuff. advent literally screams for telekinetic warfare, mind control and sophisticated laser weapons and maybe personal shields. the tec wou
as far as I know, your first capital ship - the one you get for free - is designated flagship. it's the only one and if destroyed, you cannot get another one. and there is no bonus or any other gameplay impact, it's purely aesthetical. at least I'm pretty sure of it.
yeah, point 3 would be nice, but has been brought up several times. from the reaction or rather non-reaction I doubt its implementation, but it sure would be cool. concerning point 2: were you playing tec? maybe you had the probe ability researched that gives visibility for quite some time. or advent, who have lingering presence, which gives visibility, if the scout ship is destroyed. though I don't know for how long.
[quote who="Annatar11" reply="24" id="2021910"]Yarlen had no new news last night on IRC. Not this week [/quote] oohhh. too bad. *mustnotrantmustnotrant*. oh well ...
I never said anything about different blip sizes. I meant that 1 ship can be multiple blips, that's all. in fact, my initial post did not even mean to compare firgates among themselves so much as at least make a distinction between capital ships, starbases and the rest. sort of like saying one capital shows up as 4 blips, a starbase also, with a few added with military upgrades. be done with the rest of the post, that was just side notes anyway. so, you think capitals an
[quote who="Annatar11" reply="3" id="2021823"] and for what other reason than a quick estimation are those blips good? None, but that's exactly how it was intended You can see exact numbers of everything by hovering over/expanding the tree. So why would you need them to be anything different?[/quote] c'mon, hovering over and reading all ships and their numbers takes several seconds. looking at blips and seeing 'their fleet is quite a bit larger than mine' takes o
ok, some valid points. but I wonder, what good are pure numbers? the information of 100 ships is far less useful than a modified version of, say, 100 basic frigate equivalents. if that means 100 basic frigates, 30 or 40 heavy cruisers, a bunch of carriers or whatever is also important, but secondary. and for what other reason than a quick estimation are those blips good? cluttering could become and issue, but in a way it already is, when fleets do get very large. if there were more li
uhm, just one smaller idea: maybe some upgrades could take more than one slot. the phase stabeliser seems quite powerful, or some kind of interdiction ability. maybe there could even be an 'ultimate' upgrade for the military paths that take more than one slot, but are accordingly powerful.
you know those blips in the empire tree that symbolise fleet strength at a glance? I find it a bit irritating - at least in smaller engagements - that single ships apparently cannot occupy more than one blip. you see, I tried out, upgraded a starbase with weapons and one armor, it still was one blip. in contrast, 2 light frigates are displayed as two blips. that somehow does not make sense. and I think it's the same with capships. so, at least for larger items, I'd like them to scale
I know nothing. hope they get it out soon, but it takes as much times as it takes.
[quote quoting="post"] I can't find any other posts on this, so I'll start my own. I name most planets after London Underground stations. Once I System Jump to a new star system, I'll switch to Paris metro stations. Westminster Kensington Aldersgate Asteroids I name "smaller" stations: Blackfriar Hammersmith Ravenscourt Moorgate For Ice Planets I use: Cryogen Deep Freez
[quote who="Murrdox" reply="5" id="2019799"]Can you explain how I can have both the Beta Expansion and the regular game installed at the same time? In Impulse I only see one thing or the other.[/quote] from my understanding you just copy the whole sins 1.12 folder and paste it somewhere else. when you upgrade to entrenchment, only the original get updated, the copied version stays the same and you are free to use it. haven't tried it myself and am too weary to uninstall/
[quote who="kryo" reply="1" id="2011632"]I'd heard that there was one in development, but Nintendo has yet to release any details.[/quote] I'm swinging between a genuine 'hey, nice for the info, thx' and a sarcastic 'oh really? what a surprise!'. with zelda being such a big title, twilight princess being a converted gamecube title and some other titles already out for wii, I doubt there is any question a new zelda will show up. but as he said, what will be his next thing? I wo
let's not exaggerate. a single unupgraded starbase is hardly a barrier that cannot be overcome, even with significantly higher range. and they ARE immobile, so pouring too many resources into upgrading them early on will leave you undefended elsewhere. and it almost never happens that there is just one key system. so I don't see a horrible problem here. after all, the thing is called entrenchment, so we can expect defenses that do pack a little punch and don't get totally run over.
[quote who="Annatar11" reply="3" id="2019068"]Since you're running Vista, also note that the Screenshot key (PrintScreen) doesn't work for everyone. When you successfully take a screenshot in game, it gives you a message that it was taken and shows you where it saved in the chat window. If you don't see it, that means your shot wasn't taken. In that case, just bind the screenshot key to something else and try again, it will work.[/quote] oh thanks, I was already wondering. god, how I
sorry, don't have the necessary software. I could explain if you want though. the upgrades are generally pretty useful, though the one for vasari missile launchers seems a bit weak to me.
1) there was to be a solution for the final version, but the current beta does not have it yet. if we get to test that particular function, I don't know. I'd hope so, bc a technical function like this will surely cause some problems and I'd hate to see it further late due to that even if the content per se would be ready. 2) post in the 'beta feedback' forum, that's where all the entrenchment threads are (and some leftovers from earlier beta stuff). welcome to the beta. btw, y
[quote who="gpompeu" reply="6" id="2016693"]how can i turn off the pirates?? i know i can do it, but don't know where is this option[/quote] in the setup options menu. where you set game speed, fleet sizes etc. on the left hand side there is an option where you can turn pirates on or off.
depends on the map size. but generally, in the first few minutes you won't be attack, bc. either the enemy doesn't even know exactly where you are or you are too far away. going halfway across a map takes time and if you need to pass through militia crowded wells, you take dmg. add to that the fact that you should be able to return your fleet fairly quickly from nearby systems, since you won't be too far off early on, and there is not much point in any special kind of defenses at your hw. mos
first off, there are several speed options that make the game faster or slower as you see fit. secondly, 3 hours for a 7 planet map is very, very long. normally, maps that size would take 30 - 40 minuts, one hour max. maybe you still need to absorb all the info, figure out how things work exactly, dunno. but usally in those small maps, one side fairly quickly gains the upper hand. I think I even played games as short as a quarter of an hour, it really depends. I'm not sure wha
[quote who="Starhound" reply="6" id="2012047"]I think it would be great if some of these neutral militia would put up more of a fight or join you for a massive bundle of cash instead of fighting. Perhaps in the next expansion if the focus is still diplomacy?[/quote] yeah, would be great. you do know the colonised miltias that spring up in custom generated maps, they're pretty nice. in fact, I'd say creating minor races wouldn't even be that hard, exce
[quote who="Starhound" reply="2" id="2010837"]I think caps are fine as far as hull and shields are concerned. They can pretty much handle their supply's worth of frigates alone after a few levels. And they have abilities and siege on top of that. The problem is that big fleets can so easily focus fire on anything. If a cap has 100 fleet supply worth of LRM's focus firing on it it should go down quickly. Anything else would make caps overpowered. But you should be able to protect your caps wit
thx for the info, very nice to get a tentative guess of how long it is going to take still. hope the feedback is useful to you and looking forward to new build. @ regicide: do you mean for next beta or the final version? I'd say with that second beta and its first few days' worth of feedback, a good estimate should be possible. ps: that's maybe a candidate for a sticky thread, since it's info that people will want to see. at least for the short time until its out.
[quote who="Annatar11" reply="4" id="2010640"] Quoting Shadowhal, reply 3wonderful, thanks for the quick info blair. well, curious what you will do eventually, but nice to see that some things that have been thrown around apparently find approval. I'll throw out some predictions - Starbase ranges have a good chance of being tweaked. - Old beta PJI on starbases is unlikely. - Mine sweeping is likely to be consolidated into one ship. - Mines are likely