Always best to aim high. If something winds up not working out they can decide to cut it down or scrap it, but you can't really decide later that you really meant to make something more complex.
Tridus
[quote who="pedal2000" reply="16" id="2082659"] If they were able to crack WoW and play it via private servers, the pirates could do that as well in this case. Some people are willing to go stupidly far to get stuff for free. [/quote] Yeah, they can. But people rarely do that. What makes WoW fun is all the other people, and private servers don't have that. The neat thing about having an online AI is that the AI programmers ca
There are certain things you do need the labs for. For example Mass Transcendence stops working if you lose a lab, even if you have it researched.
Of course, a Civ killer stack was highly vulnerable to artillery. That was how you beat them: cannons and the like would fight one unit but damage 5 more at the same time. So you sacrifce some cannon, but his entire stack is now wounded and your smaller stack can pound on it. Elemental can do similar things with magic. If you lump your entire army in one spot, its an awfully tempting target for a meteor.
[quote who="Vitamin J" reply="3" id="2076682"]This seems like it will give a rather hefty advantage to the TEC, since they can put a trade port on a dead asteroid whereas other races cannot (unless they now have something similar to development mandate for the other factions in Entrenchment).[/quote] All Starbases have a trade port upgrade.
Interesting stuff. I think the recent reappearance of GalCiv 2 on the top sales list reinforces it. Much like anything else on the market, games have a market that will pay full price, and then a much larger market that will pay less then full price. (Even console hardware follows this pattern, but console games are stubborn about going down in price.)
Congratulations!
[quote who="Shadowhal" reply="9" id="2075250"]is it just me or is the final version of entrenchment distinctly smaller than the beta? the betas ranged well of 200 mb whereas this final is listed as just over 100 mb. not that it matters, it's positive, but I'm just wondering. optimisation I guess.[/quote] If you're updating, Impulse only grabs the updated files. But it could also be smaller. The betas could have been compiled with debugging enabled
Congratulations on a great release! :D
It could be a workaround to make sure that you can't Mind Control a constructor, build a Starbase, and start cranking out TEC ships.
You can't just add a few lines of code and get multithreading in something this complicated. It's a partial engine rewrite.
There's two meanings for "killer stack" here. There's the AoW2 style killer stack, where each stack is limited to 8 units and you can only bring a certain number into combat (depending on how close together they are). In this case once you tech up enough, it makes no sense at all to make weaker units. Why make 8 Archers when you can make 8 Dread Reapers instead? One of those stacks has absolutely no chance against the other. That's the real problem with this style. Since every
Make sure that you deleted all the Sins files. I had one left over by accident and it caused pretty regular crashes. (There's a directory for Ironclad in your Application Data folder, don't forget that one. But it's where your achievements file is stored, so back that up.)
[quote quoting="post"] Get ready for phase 3 of the Sins of a Solar Empire: Entrenchment beta! IMPORTANT: You MUST fully uninstall Sins of a Solar Empire & Entrenchment before updating to Beta 3! [/quote] Looks like good changes, just a question about this. Will Impulse warn people about it? Or will it merrily upgrade and then make something that doesn't work correctly? More importantly then in beta, if someone has
I really wonder how to mesh this thread with the other one about Adjudicators being too weak. Look guys, the ship is meant to kill structures. Maybe it needs to target fewer of them at once so it can't just wipe out all the static defenses as fast as it does, but it's an anti-structure ship. It WILL win against structures. It can't fight anything else. Bump the cost up too far, and you'll find they'll be like siege frigates where nobody makes them
Oh, Adjudicators. Yeah, they rip apart static defenses. That's what they're good at, they really aren't effective at anything else. :) Bump the cost too much and they'll just turn into the next siege frigates: too expensive and specialized to be used at all.
[quote who="Levelheaded" reply="16" id="2066107"]why karma, the idea is bad and wrong.[/quote] I don't suppose you'd care to give some more information, like WHY you think its bad and wrong?
I got a minidump last night with graphics turned way up. Vista complained about a DEP error. I'll send the minidump when I get home.
I've seen the AI build a lot of Starbases then not upgrade them. Game I'm in now is like that. Several worlds have Starbaeses with few or no upgrades, which makes them pretty easy pickings. (I went and put 4 Transciencia's at the Star, 3 of which have max hangers. 62 strikecraft in one well is pretty effective at blocking reinforcements from other stars.)
A "minidump" is actually the file that gets created when Sins crashes. The crash is the real problem. :) A lot of the crashes right now are just memory issues that optimization should clean up. In the mean time, turning down the graphics settings reduces the frequency of them. Sync problems are caused by the two computers playing the game both trying to make the same decision, but coming up with a different result. There's a great dev journal that explains what can cause those bugs.</
[quote who="wnmnkh" reply="5" id="2065793"] 3.) Maybe this is a bit biased, but online people tend to play games more often than casual gamers playing singleplayer. Hence most of time online folks have much more experience and knowledge about the game. Such knowledge helps to make proper balance suggestion rather than blind favors. [/quote] Maybe it's just a bit completely made up, would be more accurate. :P Do you have ANYTHING to base this on other then a st
There was a bug a long time ago I ran into where in some cases it can't detect all the resolutions your monitor supports. But I'm playing at 1680x1050 right now, so I know it can. :)
[quote who="GHenrikG" reply="25" id="2065752"]I don't know. Keep the caps the way they are... There ARE flak frigates in the game. Some people claim that they are a good counter. You just need enough of them and SCs don't matter anymore. IMO, they are a bit too weak and need to get a higher damage output. But that's just me... [/quote] Well, "enough" of them right now is somewhere in the vicinity of the same expense as just getting some Carriers, which are no
I don't think there would be so many complaints about Carriers if Flak were more effective then they are now. Right now you need huge swarms of Flak to put any real dent in strikecraft, and Flak don't do that well against anything else.
[quote who="Annatar11" reply="1" id="2063510"] And an Advent starbase can have 20 fighter squads all by itself. 20 fighter squads > 20 bomber squads. This is the one race that doesn't have direct anti-fighter abilities/weapons on their hangars. None of these reasons are thought out enough to merit the "Starbases need flak" statements.[/quote] Yeah, and Vasari/TEC Starbases can't have 20. you're also assuming that carrier group has no fighters o