jjandrah
[quote who="EadTaes" reply="22" id="2067841"]still play online with people not running the mod.[/quote] It would be far too easy to sneak a cheat past whatever checker they have that would separate 'good' and 'bad' mods - the most mundane of which is to simply have a game-ending desync-on-command button. I know you don't intend to cheat, but I think it's best to just simply keep the existing system of requiring matching mods.
[quote who="-OW- Athena" reply="9" id="2067736"]Where IS Ironclad anyway?[/quote] If I had to guess, it'd be working feverishly to get us something to play with over the weekend - let's not distract them too much!
[quote who="Spatzimaus" reply="7" id="2067410"]...I'm REALLY concerned about exactly how the Vasari are supposed to use their SB to take out entrenched defenses including an enemy SB...[/quote] It's been said by others that in vanilla sins the Vasari have many advantages over the other races, especially from a multiplayer standpoint. It may be their intention to give a slight advantage to the other races to bring some balance to the force. Besides, consider that vasari can com
Graphics! We're talking about graphics here, not mechanics! The TEC starbase is graphically my favorite. Massive, practical, and combat animations rock. The Advent looks dinky and you can hardly ever tell it's shooting at something. The Vasari just looks like a tulip eating a spider. Om nom nom. edit: A spider that shoots souls, a la Warcraft 3, undead guard tower.
[quote who="TohKlidan" reply="6" id="2067095"] Does it mean a mod build for entrenchment works automaticly with vanilla sins? [/quote] Highly doubtful, as that would make the vanilla sins install and data files identical to entrenchment, completely negating the need to buy the expansion. Instead, what it may mean is that a mod for vanilla sins can be installed once and be visible/usable in both vanilla and entrenchment.
I thought of a few more: Mushroom Mushroom: Build 12 Marzas followed by 2 Dunovs. Tent Owner: Kill 20 ships immediately after construction. Stop Poking Me!: Click on a Marza 15 times. There... Is a Danger: Get a killing blow on a starbase with a fighter. Flawless Victory: Win the game without losing a single combat ship. Divorce: Have ally break a peace treaty with you, then lose half your stuff. Sadface: Lose a level
[quote quoting="post"] -Carrier cruisers now suffer a strike craft build rate penalty if enemy combat units are in the same gravity well. [/quote] This is actually a stealth buff to the Sova (TEC Carrier) - its level 6 ability (rapid manufacturing) is now much more useful. Maybe we'll start to see these in use now.
[quote quoting="post"] ...total graphic corruption ... only happens when i play the beta ... a lot of lag ... 10 min in... [/quote] Hmm... this sounds suspiciously like an overheating or failing video card. Have you watched your vidcard temperatures while playing the beta and checked for busted caps ?
After some thinking, I came up with some achievements that I think would be worthwhile: Let there be light: Build 20 Illuminators within 15 minutes of the game starting. Light Show: Own 50 Illuminators. Fancy Light Show: Own 100 Illuminators. Good lord, really?: Own 200 Illuminators. Facepalm: Lose them all to a single Marza's Missile Barrage. Then We Shall Fight in the Shade: Defeat an opponent's fleet that had more than
I had a game where it would not give me the free extractors if I set the Akkan's engagement range to Local Area Only, but I can't reproduce it in other games.
Repair bays are a pre-req for TEC repair cruisers; moving them might make showing the dependency complicated.
What drivers are you using? The latest WHQL is 181.20 .
1. All races star bases move Star bases should have the capability to affect the majority of a gravity well, if not all of it. Moving is one way to affect it. 2. Phase jump inhibitor built into star base. Phase jump inhibition should be part of starbase, but the blockage should be based on culture. (Discussion here ) 3. Revamp Mines on Advent and Vasari I expect IC to change the mine mechanic anyway becau
This is a very interesting thing - I wonder if it's related to the scout spam some people have found.
[quote who="Ragmash" reply="15" id="1999512"] You build defensive turrets, each capable of maintaining a complement of about 10 mines (this could be increased in the case of Sins) as well as replenishing those mines that had been destroyed, until the structure itself was destroyed. In sins, this means that there could be a tactical structure, requiring tactical slots (and thus limiting their ubiquity), that automatically deployed mines to a specified region until a certain building
I played a LAN game of entrenchment and we ended up in two different game states - a sync error that is not detected by the game. I've uploaded the save files here . In my (-jj) save file, light blue's fleet is being attacked by capital ships ( screenshot ). In the other (-si) save file, light blue's carriers are safe and the fighters a
If you post a savegame with approximate framecounts with shields rendered and not rendered (looking at different gravwell), I can see if I get similar results.
Asteroids are purely graphical in that you can disable rendering them. For those who disable them, seeing ships and stations dodge invisible things would feel buggy.
New issues posted for 91.002.
Question for IC: How much work would it be to provide a 64-bit executable for those of us that can provide it more ram? I know that sometimes it's simply a compile with a different set of flags and other times it involves significant rework.
I've seen this too.
What if phase lanes soaked by friendly culture are impassable to enemies when there is a starbase present? It opens up some interesting possibilities. Starbases in areas of uncontested culture become tar pits - once you go in, you can't go out without smashing the base. If you want an escape path in case the assault turns for the worse, push your own culture back at the target gravwell to open up the retreat path. If you happen to have a lot of culture to push, you could simpl
[quote who="Tkins" reply="3" id="1980552"] To top it off, if the stale mate is there, then both sides will have their fleets stationed at those locations and the chances of successfully invading become impossible.[/quote] The same situation can occur now: two maxed fleets guarding either end of a choke point with maxed repair bays / antimatter rechargers. And the same weapons meant to deal with these stalemates will still work now: superweapons. The Kostura will disable d
[quote who="Annatar11" reply="4" id="1980584"] 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.[/quote] They don't necessarily have to be mutually exclusive. If the cost to build a starbase is low but the upgrade costs high and substa