The problem with experience for Starbases is that you don't control what they fight. Starbases are mostly defensive, they come under attack. If they survive, they gain levels. People aren't going to attack a level 10 Starbase if they can hit a level 1 Starbase instead by going another direction. They'll just fly past the level 10 one and hit softer planets (PJI Starbase please!). I've noticed a lot of people want to turn Starbases into capital shi
Tridus
At the moment the only way to do it is to install normal Sins, make a copy of the folder somewhere else on your computer, then install Entrenchment. To run the old version you would just go to that folder and run it directly.
[quote who="JuleTron" reply="14" id="1997970"] Mines are NOT going to be removed. That stupid. When mines become balanced, they will be fine. That would much better then stupidly removing them. [/quote] Matter of opinion. From where I sit, mines add nothing of value. They're not fun to place. They're not fun to remove. They're not fun to have your fleet AI decide to suicide against them unless you spam the stop and hold position buttons (only to have them try
When a Vasari AI attacks you with a fleet that is 50% Ruiners (and it actually works), yeah it needs a nerf. Vasari mine spam is totally out of control right now. I'm not really playing Entrenchment anymore until the mines are fixed (or even better, removed entirely).
It doesn't make much sense that this giant expensive Starbase is completely defenseless against a couple of Carriers. I'm also not a fan of how right now Sins balance basically amounts to "Carriers solve every problem".
Random note: DS9 could move. It could just move really slowly. They did a funky thing to it because they didn't have 2 weeks to get it to it's new location. :) I don't think moving starbases are the answer to this problem. Then they're just bigger ships.
I agree that it'd be a better ship if it was the only thing that could attack a Starbase with impunity. But Carriers are immune. LRMs are immune to most of the weapons. It really doesn't bring anything necessary to the table right now. Now if Starbase range is jacked up like almost everyone appears to want, THEN it would be better.
oops, double post. :(
[quote who="BaggerX" reply="25" id="1995309"] I've seen both. Have a game where its slow in any system, even one with no mines. The buttons to accelerate the game do nothing for example, because it's already going at less then 1x speed. Now in that same game if you go into a system that has a thousand mines, it turns into a slideshow. All the ships won't even show up on screen, its so bad. How do you know it's mine-related then? [/quote]
There isn't one. They're built like structures.
[quote who="BaggerX" reply="19" id="1994839"]Quoting Tridus, reply 17Well, 200 mines a system in 50 systems is 10,000 mines. It takes far less then that in the game to murder performance right now. I haven't seen performance suffer because there are a lot of mines in the game, but only when there are a lot of mines in a system that's currently zoomed in. Seems that if you limit the number that can be represented onscreen at once, the performance problems would be solved.<br /
Well, 200 mines a system in 50 systems is 10,000 mines. It takes far less then that in the game to murder performance right now.
[quote who="Sole Soul" reply="14" id="1991669"]Valid point, I suppose, but the cost would seem to need an increase as well. And then there's the fact that it would make civilian starbases as powerful (without accounting for abilities) as military starbases. I understand starbases are primarily supposed to be for defense, but if they aren't supposed to have a civilian purpose as well then why do they have non-combat modules? [/quote] Well, you could
Honestly I think I'd be happier if Starbases had 4 upgrade slots instead of 8, but the weapon/armor upgrades started off researched. Increase the build time to compensate for that, but it seems silly you get 8 slots for upgrades and there's 5 that you simply always take in order to get a functional station.
What we could have instead is a thread of bug report threads. We can build and maintain that ourselves, as an index. It just means we wouldn't get a new thread every three days about Final Judgement. :)
Because they know what's actually possible. If we all get together and decide that the best solutoin for mines is for them to be invisible without a scout in the area, its really a lot of wasted discussion if it turns out that it's impossible to do for technical reasons.
[quote who="morfyou" reply="23" id="1991050"]paypal?[/quote] Getting money into paypal outside the US is non-trivial if you don't have a credit card. The odds of me allowing an unregulated foreign company direct access to my bank account are somewhere between null and zero.
[quote who="Haree78" reply="4" id="1991153"]So what price do you put on the fact that you aren't using tactical slots for the hangers? What price do you put on the fact that you can put these hangers anywhere? Even in gravity wells you don't own, and neutral gravity wells? Also hangers in a star base are a hell of a lot more defended than normal hangers. The price increase seems justified to me. If it wasn't for the fact that they take up 1 of my 8 upgrade slots
Beta feedback works best when it's a two-way street. Is there something you want specifically looked at? Are there technical limitations around how the mine spam problem can be solved (as some of the ideas are pretty out there)? Since their damage output is so different, which of the three Starbases is doing what is intended? These are things that we don't know unless the people in the know (the developers) tell us. Obviously I don't expect someone to sit here on Christ
http://www.hiredgoons.ca/sins/crazy%20mine%20spam.save The blue AI's capital. My fleet is right beside it, just warp on over and say hello to hundreds of mines.
Well, not the performance problem. So many mines appear in so many systems that the entire game slows down. If you actually go into one of them, I get a slideshow. A minesweeper won't solve that, because it'd still take 45 minutes to clear the field at slideshow speeds, after the other defenses are cleared. As it stands now, once the Vasari mine spam starts Entrenchment is unplayably slow on my system. Original Sins ran at high settings even on the biggest maps without
Yes. :) I posted a bug about that one early in the beta, it's kind of buried now.
Yes, but beta testing is showing that it's crippling performance, among other problems. Honestly if they asked me, I'd forgive them. Entrenchment is far more playable without mines then with them. They could rework it for a later expansion when they get the performance problems solved.
Well, the Vasari have unlimited mines, so they'll just spam them there too. :P
[quote who="Szadowsz" reply="9" id="1989931"]Mines should be nerfed in some way but they should be allowed to mine the edge of grav wells where ships come out of phase lanes, just send in scouts first and either send in expendable ships first, atatck the planet by other routes or just bypass it entirely using the Kostura cannon[/quote] Kostura Cannon doesn't work on mines in my experience, since without a scout in the area the mines are invincible.