Pretty sure the reason was explained that the fighter and bomber looked too much alike. Only played a little tonight, but liked the little I saw so far. Had to shut off the default camera twist though. Ugh, that was weird. Camera still feels a little strange, but I think it's me and not the game.
Mazuo
Thanks Stardock and Ironclad. Much appreciated, will finally play a game with 1.1 sometime later I'm sure. Plus, I really enjoyed that after having the game updated to the beta, it only took a minute or two to fully update to the final version.
The reason the frigates weren't used is because they started with 0 antimatter. Plus, the Akkan's weapon range extension is far from useless.
Post up a DxDiag. Should be more enlightening than the very limited information we've received so far.
You really should run Windows Update and make sure your video and sound drivers are current. I'm doubtful reinstallation will accomplish anything.
Edit: Post removed. Honestly don't care to argue about something that's not going to change.
Honestly, the SD guys should have been more careful about saying what date 1.1 was going to be out if they weren't 100% sure that everything was ready. Not trying to be harsh here, but praise of their good works without complaint for their screwups isn't helpful I'd wager.
Ah, my mistake then. I'm just remembering wrong then as I thought I had it setup at one time to go straight to the opening menu. Sorry for the confusion.
Read Blair's post, Boris.
I think something may have been broken in that functionality, Blair. I've had it set that way for ages and just checked to confirm I have those lines set to false, and yet when loading the game now I get the logo screens. I do remember it when it skipped the logo screens with these settings, but not currently.
I know I've had issues with it myself, but pressing 'A' and selecting the destination doesn't work for this?
*sigh* Deciphering whatever that was: 1. 1.09b[b] -> 1.09c[b] appears to be an error so far. 1.1 is not coming out until the 18th. 2. Impulse complaints will be listened to by Stardock, but they're not doing standalone patching for a multitude of reasons. It's been discussed to death, reanimated, killed again, using a dark power that will consume the world further reanimated, and once again slain.
Good news to hear that this is coming out soon. Hopefully the modders willl leap on it.
[quote]I wish Siege Frigates were removed completely and replaced by a more interesting combat unit.[/quote] As drastic as this is, I find myself agreeing. Capitals would gain the boon of becoming more important as well and their planet damage could always be raised to compensate.
They've mentioned they do in fact plan to add maps and possibly even weapons, but even better is that one of the first things they want to get done after release is setting it up so people can freely mod their own maps. I played it for hours last night. Only time it fails is when you get a bad team. If you have friends or find people on Steam that have a brain, you're set for some huge fun. It won't mean much to those that haven't played yet, but I just have to brag
Which is why as a TEC player, I'm going to sadly pretend that all our ships will have an Adaptive Forcefield installed. [e digicons]^_^[/e]
Honestly I wouldn't mind siege frigates going back to the way they were long ago with low supply costs. If competitive online players can state why that would be a problem, go for it, but as for me who mostly plays offline, I really don't see it as a problem. We went from a small minority whining that siege frigates were wiping them out to a place where they simply aren't built by me and I'd wager not built as much by the online folks. Is there any real concern for c
[quote]Besides subs tend to stay close to surface.[/quote] Almost never. You're asking for a quick death if you're a submarine near the surface. A sub's saving grace is stealth and that's only accomplished by running quiet and running deep. The only time a sub should be at the surface while in transit is for however long it takes to suck more air and then it's time to submerge again.
Think what you're referring to is Martyrdom. Grants Seeker Vessels the ability to suicide attack. Tier 4 Research in the Hostility Tree in the Ascension subgroup. As for Advent refining, that's Tier 4 Research in the Harmony tree in the Materialism subgroup called Resource Focus. Advent have to switch their trade ports between generating credits or resources.
Hmm, I'll have to give that a try. Hopefully I can find the right code for Billy then too. Thanks. Edit: Two problems with it: 1. None of those commands are recognized fully. 2. Console is shifted off-screen mostly so I can barely read it. Edit #2: Got it to work, make sure anyone else that needs to do this uses four zeroes before any player actor ID. Walter's back and now to bring Billy into my game. I used a com
I haven't experienced a single crash yet except for when I've alt-tabbed or occasionally upon exit. As for the game itself, I'm very glad I put it on Very Hard. I had read that with VATS, combat was a pushover, but every fight I've had has been difficult to win without being careful. Radscorpions must have depleted uranium shells. Only bug I've encountered so far is that I've saved up a ton of scrap metal and Walter has disappeared. Top that off with how Bill
Make sure the enemies you want destroyed are in the purple range circle of the Marza's ability. Triggering it when few enemies are in range doesn't really do much to help you.
Refinery quota refers to how many neighboring refineries are sending ships to collect ore from that asteroid. It helps the metal and crystal income to have the quota maxed out, but going above three does nothing as far as I'm aware. As for how much refineries actually help in-game, I couldn't say. I'd hover your mouse over the metal and crystal income areas and see if the additional incoming amount per second is worth it to you.
Mods won't work with any version beyond that which they were coded for. That being 1.05. Archive your application before updating if you want to switch between playing mods or playing the most recent beta patch. Once 1.1 is out in its finalized form, probably alongside Entrenchment, I'm sure the active modders will update their work to be compatible with it.
Click the blue orb in the upper-left corner and check the box that says 'Show pre-release versions'. Done.