[quote]I read earlier in this post that "philc85" hadn't been able to run 2.5. Well I am having the same problem. After first trying to run the game after downloading it would just stop running and windows would say it has encountered a problem. I thought oh well somethings gone wrong, maybee it was just because I forgot to delete the saves, I'll just uninstall and start off fresh. This worked with the last update, well this time it did'nt. But at least this time it gave me minidum
SZ0
I read earlier in this post that "philc85" hadn't been able to run 2.5. Well I am having the same problem. After first trying to run the game after downloading it would just stop running and windows would say it has encountered a problem. I thought oh well somethings gone wrong, maybee it was just because I forgot to delete the saves, I'll just uninstall and start off fresh. This worked with the last update, well this time it did'nt. But at least this time it gave me minidump so
Thanks for the heads up Agent of karma. I allways thought bombers were better at taking out cruisers. Has there been any info on antistructure cruisers and SB's been put into the manual? and where is it found. I've been using the one that came with the cd to date.
[quote]We're beta testers. The devs are using us to provide input on the game. Part of the beauty of sins is that the devs listen to the customers. We trust the devs to listen to our input and make a good decision on it, which so far they've done pretty much without exception. (And to reiterate, I am now convinced that stationary starbases are not UP in the context of the rest of the faction, so this post is academic).[/quote] Point taken I can't argue with that. I
[quote]I think a phase jump DENIER (not inhibitor) should be buildable on the SB itself. Then it has to be faced, and taken out, before an enemy jumps further into a system. Then their point about moving tec and advent SBs becomes nil.[/quote] An interesting concept. If this was possible though I personally think it should take a fairly high researchable ability, or in some way should be reasonably difficult and or expensive to achieve. I also think it should be extra and not replace
[quote]The point is simply to think of solutions within the confines of the general theme that is laid out by the devs. In other words, the vasari SB is apparently their anti-structure weapon. So use that idea when thinking of solutions to the problem, real or perceived. Very well put. A simple and effective start to this problem of thier starbase would be just to have the anti-structure already equipted. And maybe a reduced build time in an enemy well. Sounds like a start to me.[/
Oh! And I'm with Ue-carbon on this one. Why can't we just trust that the dev's know what thier doing. If they say somthing isn't,or is going to be in the game then they most likely have a very good reason for it. Just my 2 bobs worth.
I don't understand all this fuss about "if a starbace can't move then an attacking fleet just bypass it". Well if an attacker wants that system they have to deal with your SB. don't they? If they don't, how is it different than before SB's were incorperated? In fact now if they are just moving through the system and you have a star bace there they are going to sustain damage! If you don't want any enemy fleets to get past any system you have, you have to have some sort
I have been playing as Vasari and and have had the Advent attack my fleet and SB a couple of times. I've gone up close to check them out for awhile and I did'nt see them fire anything at all. I'm sure they were in range, every other ship was firing weapons but them. Am I missing something? Has anyone else noticed this?
I have had this problem before but only with trying to get my fleet to go to a system that was up on the Z axis, using a map that I had created myself using galaxy forge. May I ask wether this is your case as well?
[quote]as for me, I'd think downshootable torpedos would rock. that way a few stray of those guys would still have trouble killing a starbase with figthers, but if they get some air support they would be even more effective. combined arms you know. or even a new type of squad specialised in shooting down other fighters and torpedos (just the projectiles, not so much the launcher ships), but bad at anything else. but I guess new ships are pretty much off the board at this stage.[/quote] <
[quote]well, if there's one thing Ironclad/stardock excels at, it's communication. I've never seen so much feedback coming from developpers, and it's a real pleasure to witness. Larger studios should take you guys as an example. While I didn't pre-order the expansion, I'll be getting it as soon as it's released, because so far the feedback I've seen from the devs pretty much guaranty we'll be receiving a kickass product. (I'm just not a pre-order kind of guy )[/quote] Hear hear! I tot
[quote]I think another balance issue is that the vasari don't get an anti structure ship. The other races with these ships can take out all the structures in a grav well within minutes while the Vasari have to slowly kill them with their normal fleet. I think the lack of a Anti-structure ship takes away the late game advantage that the Vasari have always had. Now they are only average throughout the whole game.[/quote] I have to agree with this. The Vasari do have an anti structure st
Yeah. I've had it crash 4 3/4 hrs into game. I'd never had a crash before during the game play in beta 1 either. It did used to crash when exiting to main menu from the stats page before but I have'nt had that with beta 2 as yet. It seems to have crashed this time doing an autosave. I tried reloading the autosave, in this case autosave 19 but the game just minidumped again. Then I tried loading the previous autosave (18) and the game works fine again and have been able to continue to progress
Well admitadly I am a little affraid of embarassing myself with how I play the game at the moment, but mainly its because I don't want to be a nuisance pausing out on everyone all the time. Its hard to find the time when I'm not disturbed by kids, phone calls, call outs to work, friends or sales men knocking on the door or even the darn internet dropping out, plus a miriad of other things, like having to share the computer, I have to eat and sleep. I could go on but I think you get the p
Is it neccesary to have 1.13 to use beta 2 or is it included in the beta 2 download?
G'Day. I've created a map using the galaxy forge consisting of 14 systems. Everything in it works fine but 1 of the systems is above the rest and its very challenging to get a fleet to move up to that system, or back from that system. 1 of the planets in another system is also way up on the Z axis away from the star and other planets in the system it belongs with. Is there a way to get normal fleet movements along the Z axis? Is there a way to correct this with the galaxy forg
Ok! Thanks people. That pretty much explains why they don't need to be repaired. Karma to all
OK! yeah, I don't mind it the way it is. I wasn't sure weather it's supposed to be that way thats all. One thing though, those construction frigates saved my ass in that battle. I was court short by a Vasari invasion. I had 3 heavy cruisers, light frigates and an Akkan. The Vasari had about 10 Skirmishers, a Marauder and an Evacuater and was slowly over coming my fleet, that I had been slowly reinfocing with cruiser carriers and a few Hoshicas.So I started flat out building
Hi all! Have been playing as TEC for about 4hrs. and have noticed my constuction frigates had been sitting there with damage for quite some time. So I checked my repair platforms, and their repair ability was on auto cast. All my defence fleet was fully repaired, just not my construction frigates. Then I clicked on the RP's repair ability and then onto the construction frigates and it then did repair them. Also shouldn't all ships self repair if the research has been done or are construc
Also a variation on SSDD - SSDB Same Shit Different Bucket
[quote]First and foremost annoying bug is that after going Quit - whilst the various buttons work fine letting me see Credits, Ships destroyed etc - once I press Main the game hangs 5 out of 6 times and the one time it does go back to the main menu (Single Player, Multiplayer, Options etc) it takes 5 minutes or more. [/quote]I have also had this problem and have sent my Minidump file to support. They said it was a known problem and whilst there was no fix as yet they were working o
I think what annatar is saying is that all that the expansion is adding, that was'nt in orginal sins (cruisers, mines and starbaces ) is in there now. My gess (speculation) is that these items will still have minor tweaks
[quote]From what I can tell, The Empires in this game rely a lot on behind the scenes civilian and black market to help their war effort. All of your fleet and tactical structures cost you money to operate and maintain them. You directly pay to build and staff that capital ship. Starbases are different, The Empire helps initialize the project by producing the constructor ship, but its up to the civilians to build and maintain the Starbase. Star base build time should scale by, the local gravi
I think to it to show the new info to say what you've changed it to you have to rename the string file. go to the same location as where the game info folder is, a few folders below this is a folder named "strings". Scrole down until you find relivant discription. In your case "psi beam defence' it also gives you a breif discription of what it does dont alter that just rename it eg. change "psi beam defence'(Im not sure wether its in that order without looking at it but will be someth