[quote who="Cataclysm2000" reply="2" id="1983141"] Quoting Shadowhal, reply 1 quoting post Bugs: Colony pods are broken in two ways. First, bases can be upgraded before researching them. Even after properly researching them they dont work. how do they not work? I used them myself and while I did not find any graphical change, the credit overview did show me starbase income. and quite much so. so what exactly did you find not working with vasa
Shadowhal
[quote who="psyck0" reply="24" id="1981789"]Slow starbase movement is useless and doesn't make up for the pathetic range. Try the Vasari one out if you like. It gets about 3 shots in, then the ships sail by and are out the gravity well before it's halfway across. They need more range. If we need to nerf Drone Hosts, I'm fine with that. Repulsion is a giant pain in the ass and very difficult to deal with right now anyway, and Advent carrier spam can destroy a much larger fleet that
wow, the posting is all over the place, makes it quite hard to follow. the one thing I'd like to add and which I have not said already is an agreement with Rheed_V on the mine issue. tactical slots won't take an effect, because they only apply to your own wells and technically only for tec. but for tec, mine spamming is possible, but - due to the cost involved - much less attractive. so here's what I suggested b4, add a cost to the other races' ships' mine laying abilities. sh
yeah, the guardians would be a problem with an extreme increase in advent SB range. I kind of like where you are going, different solutions to the problem for the different races. but you have to be careful how you do that tractor beam or whatever you call it. how many ships should it effect? how far should the range be and how far can it pull? and so on and so on. after all, if you design it too harshly, then the enemy is forced to fight it upon entering the grav well and it becomes somethin
[quote quoting="post"] Bugs: Colony pods are broken in two ways. First, bases can be upgraded before researching them. Even after properly researching them they dont work. [/quote] how do they not work? I used them myself and while I did not find any graphical change, the credit overview did show me starbase income. and quite much so. so what exactly did you find not working with vasari colony pods?
[quote who="jjandrah" reply="5" id="1980600"] Quoting Annatar11, reply 4 I think this right here is where most of the disagreement about the direction starbases are taking will come from. Some will want starbases to be the "ultimate" weapon, while others would rather have them a more common occurence and are fine with them being more limited in firepower/what have you. They don't necessarily have to be mutually exclusive. If the cost to build a starbase is low but the upgrade c
that was fast. thx. and keep up the good work.
damn. double post. sorry.
[quote who="FCN_Athena" reply="24" id="1981553"] Quoting Shadowhal, reply 23 make the vasari (and possibly the advent, however they work) version work the same way as tec. it is an ability, it has to be manually selected, it costs something and it places a small field of like 10 mines where you want it. I absolutely agree. A thought on mine caps: everyone seems to agree we should have them; the difficulty facing Ironclad is: what should it be? I propose adding
you might use numbers instead of bullet points. makes it easier to adress them point by point ;) 1) did the same thing. build it right next to my frig factory on my hw. turned out not so bad later on in the game, when an unexpected enemy strike forced me to reatreat back to hw on that front though. 2) yeah, its confusing, commented on that also. should either not be displayed at all or in red with an info or sth. 3) agree with you here and we are not alone in that rega
finally got around to trying vasari and I can understand now what you mean, and also the issue with mine balance. here is what I suggest: make the vasari (and possibly the advent, however they work) version work the same way as tec. it is an ability, it has to be manually selected, it costs something and it places a small field of like 10 mines where you want it. that way, you don't have to run around like crazy, you don't even have to designate a specific area, you just click
[quote who="Steve Mackay" reply="4" id="1981019"]We changed the button order to increase consistency between starbases and planets/factories for building frigates and cruisers. Since the bottom left most button is always attack for objects with weapons, it made sense remap build capital ships to that slot since starbases have weapons but are unable to build capital ships. [/quote] that actually does make some sense. it still does seem a bit counter-intuitive. but mayb
wow, so many posts, so much to read. in any case: 1) the weapons 2 upgrade of some bases do not actually increase range, but add another weapon type with longer range. the old ones stay the same short. 2) the actual range upgrade (for all types) sounds like a workable solution, but nevertheless the basic range has to go up. quite a bit. 3) the PJI idea (the old one of beta that totally blocked phase travel) also sounds like a good idea, but also very powerful a
I also had the feeling the starbases do not do all the damage as listed. also, not sure, but: weapons upgrades don't seem to change much numerically, at least I had the impression that the tooltip does not change. I had two TEC starbases, one with full weapons, one without any, both showed 128 128 132. I guess it means that the unupgraded one just uses merely the first one, while the use of all three is only possible via the upgrades. well, for me that is not clear enough, if
I like the idea of constructor ships being build in capship yards and the builders being larger, more massive in size. but then again, the vasari ones are an ability of their coloniser ad that cannpt be changed that much. actually starbases do start out fairly weak and only get stronger with upgrades. out of the box, the are just a little bit stronger than capships. on the paper at least.
if you don't increase the range, then what about the neutral grav well ones? I'd build one in choke points mainly and these are not necessarily colonisable and if it is then possible to bypass them without any serious kind of damage, then that also sucks and the planet shield would not give me any benefit. and not all races can use mines in neutral wells. as always, we need to identify what exactly the problem is before suggesting solutions. I think the range issue came up due to two
[quote who="ManSh00ter" reply="6" id="1979857"]Actually, it wouldn't be that resource intensive. Simply take the starbase model, break it up in XSI and modify the resulting chunks so that you get recognizable debris (you'd probably have to adjust UV mapping as well) and then link those chunks as "specific" debris (which seems to be unused?) in the player .entity file. This way you should get big, recognizable chunks for starbases, different for each faction of course. And since you are only d
[quote who="edomas714" reply="23" id="1979574"]Example - One of the most difficult bugs to squash for Sins was that ships would sometimes try to fly out of gravity well one normal drives instead of phase jumping. There was no sure-fire way to cause it, so you basically had to get lucky and see it. Ironclad could not track it down until we started submitting save games while it was happening, and they could see it in the act and analyze the code. I just had this problem in entrenchm
[quote who="Heritor" reply="23" id="1979731"]Can the Vasari one Jump to other areas?[/quote] it can't, but some people brought up the idea. it can however move inside of a grav well. imagine it like the constructor frigates from the vanilla game when it comes to mobility.
[quote who="Shadow_of_Light" reply="3" id="1979735"] Quoting Shadowhal, reply 11) has been stated to change (this fast will be normal and there should an even faster. at least that's what was said). 7) has been mentioned before. 5) and 9) may be intentional. before, there was no way to get a trade port there. now you can with a starbase. so, maybe to get the complete line again you need a starbase there with the trade module. thats gonna be one expensive
[quote who="Hawawaa" reply="4" id="1979461"]Also the fighter bay on the starbase costs... ya a little on the expensive side... hell the price of the normal hanger bay is like half... so we need to find a nice lower price or a good medium. Also increase range of starbase's weapons. Scouts and Flak frigates can have better sensors for finding mines. Increase sensor range for scouts too.[/quote] yeah, I thought that too. 1800 plus resources for just 2 squ
1) has been stated to change (this fast will be normal and there should an even faster. at least that's what was said). 7) has been mentioned before. 5) and 9) may be intentional. before, there was no way to get a trade port there. now you can with a starbase. so, maybe to get the complete line again you need a starbase there with the trade module.
had it too, thought it was something to do with the upgrading process.
the flaks sound like a good idea, it's definately odd that such a big stucture has no anti-fighter weapons. also, I see dknipp2's point. build time and upgrade time should be a bit higher, and maybe doubled when in an enemy grav well. in fact, it could be like half or so in your own or allied wells, normal in neutral ones and double in enemy ones. as to general balance: I'd say they are a bit too offensive in their basic setting. they have about the hp of a capship, but severa
[quote who="thegrinner" reply="2" id="1979093"]Yes. Yes it does. Now, capturing them back? This I don't see as much.[/quote] you mean the ai captures a lot of them if they are still neutral, but once you took them, it does not make any serious effort anymore? may be true, bc due to the lack of near planets I placed a high priority, so a lot of the extractors in my game were taken by me fairly early on.