I also had this CTD-without-dump several times in previous betas. I just had one with beta 2c and once I loaded the game from the autosave, I was able to play for several hours later on. I'd do a shotgun approach on looking for some memory mismanagement which puts the program in an inconsistent state, which crops up depending on how objects are created and destroyed along the program operation, but not (or hardly) a bug which can be reproduced consistently solely from a sa
Brazilian_Joe
The gibs are completely tinted with the team color, instead of being metal-textured. Is this expected, or a texturing bug? It's fugly (the colors, not the gibs themselves).
Now I am waiting for Yarlen to Thank you on the thank you on the update on the update.
I think there is a bug in how the AI handles focused vs. non-focused gravity wells. Ships seemed to change target for no reason when zomming out and in a gravwell. For instance, I was retreating a badly damaged capital ship and a bunch of LRF were after it. It seemed perfectly in sync with my minute zomming ou-and-in that they stopped, idled a bit and turned around, going back to fray with my titan. I noticed other instances of zooming in and seeing ships idling in the middle of
I think the Titan should have other techs as requirements instead of being a standalone path. I would have the initial titan's cost lower, equal or a bit bigger than a capital ship. A button like the capital ship's, which lets you buy up to 4 levels would exist, but it would be to upgrade the Titan to a full-blown one once the new technologies are unlocked. For instance, it should at least depend on having starbase tech developed, following the logic that once yo
Advent corvette sounds like a whiney preteen attempting to sound badass. Agreed that it's too high-pitched.
I have had a few crashes on the beta2, but the dump is not being generated. I could not identify any particular in-game action which could have triggered the crash. One of them froze the game and gave me a warning, the other was a straight crash to desktop with no warning. The audio disappeared some 10 seconds before this crash. [EDIT] The second crash created an empty dump file, but with 0 KB.
I think that the pirate base should sit in a run-of-the-mill resource asteroid, instead of a 'pirate uber-asteroid'. It should have a starbase-like concept and growth (without the 1 star base per gravity well limitation though), becoming stronger as the game progresses. Pirates would only colonize resource asteroids on gravity wells without a colonizable planet though. That would also make possible for a single gravity well to have two or three pirate bases, and for a system t
It could have a difficulty to the victory condition. Easiest would be 2 caps. moderate 6, hard 10 and hardest 14.
That would be an interesting victory mode: cap ships would have to be maxed in fleet capacity and level. To throw a wrench in, infinite XP tech and that Advent resurrection tech would have to be disabled/replaced. Capital ships also only get XP proportional to the damage they inflicted to ship when it dies.
A crash on display-stats is happening on almost every game I played on rebellion beta, except one where I loaded the saved game and quit shortly thereafter. I have already sent a bug report about it.
All I get is a long wait on a black screen 10+ seconds on launch before the movie starts, but no crashes on startup. Don't know if this wait is normal or also some unnecessary delay. Windows 7 Ultimate 64-bit on bootcamp. MacBook Pro 2010 17' 8GB RAM, GeForce 330M 512MB, HDD 750GB, 400GB allocated to NTFS partition.
Busted planets would be a nice addition. I like the idea of moons being accessible only from 1 planetary gravwell. It would be interesting to have Gas giants with the chance of having more moons/asteroids than ordinary planets. A mechanism where colonizing 1 moon grants a small number of tactical/civlian resources on the planet would be interesting. Imagine a gas giant, not colonizable per se, but having 4 moons, each owned by a different player. All those players would be abl
Making peace with all neutral is way too much OP'ed. Godmode. Why don't you make 'truce amongst rogues' an 8 level tech, in that: Each level enables you to make a permanent peace treaty with a single planet at most jumps from capital. So, at level 1 you can make peace with 1 planet 1 jump away from your capital. At level 2 you can make peace with another planet up to 2 jumps away from your capital. At level 3 you can m
I think it would be incredible leverage of a familiar framework, without the hassles of having to build it from-scratch. There were lots of complaints about the deficiencies of the previous system. It will be especially nice if it is possible to have an auto-mod-download feature for multiplayer games i.e. If the host multiplayer game is based on one or more mods, all players which joined the game in the lobby would automagically download the mods. At most a prompt stating the
I've suggested in another thread to tie corvettes to gravwells (strip'em jump drives!). Planets would build them automagically. Player would be able to set production speed to none/min/med/max with varying degrees of penalties for planet production of credits/metal/crystal.Would need a dedicated button for that. Number of corvettes would be limited by the number of tactical slots, but they would not actually take up a slot. They would still take up fleet supply. <
I was thinking more of tying the max number of supported corvettes to the number of tactical slots available on the gravity well, not on making them actually use up tactical slots. The slots would only act as a 'max corvette population counter'. It is up to the devs to make this per-planet limit become the only limit for corvette production, or to make in addition of the fleet supply limit. I vote for the latter. Maybe star bases and titans could support add
I think it's universal that ships which are meant to be spammed must have the build message toned down. Personally I think that it does not even need to have a voice. A sound effect would do, like a whoosh launching sound, and then it should only voice if I am looking at the gravwell where it was built, otherwise it just becomes noise. Another problem is that being so readily lent to a 'spam unit' role, micromanagement should be kept at a minimum. The
I think of flagships as being awesome commander units. Passive effects like + speed, turning, faster weapon cooldown / am regen /shield regen are all fitting to encourage taking them to the battle.
I played on a huge multi-star map, and when the map transitions from the planets-with-jump-lanes to the many-galaxies zoom level, the planets flicker in and out before disappearing.
Yes, the Titan exploding should generate a powerful aftershock which would hit friend and foe alike. BUT I think it should be dependent on the Titan ship type. Suggestions: TEC Loyalist: Ultra heavy damage + shockwave pushing everything away - including structures, even starbases. TEC Rebel: EMP pulse depletes shields and disables ship weapons and hull regen Advent Loyalist: Scream of the Unity - detonates antimatter causing damage which ignores shields
Yeah corvettes are pretty much useless. +1 to build message spam is uber-annoying. I agree to building 2 at a time, but also think there should be a tech tree where the number of corvettes build at once can be increased for faaster output. 3 levels for a maximum of 5 corvettes per build order for instance. Build time would increase, and cost would scale with the number of corvettes, but each level would give a small price discount (say 10%) and a little bit faster build time.<
agreed completely. [e digicons]:thumbsup:[/e]
I am on my first game with the beta, and I have found the following: After some time, my game suddenly snapped into a limited zoom view where I could only see the planet's gravity well. zooming out after a certain point would snap back to a close-up to the planet, no matter how many times I zoomed out. The snap-back is instantaneous. As a result, I lost the ability to look at my empire from far away, looking at several systes at once. Needless to say i
1. Another starbase blueprint for each faction. I have some suggestions buried in old threads. 2. More upgrade options than levels for capital ships to force specialization, like starbases. Nothing against 'uninventive' upgrades like +armor, +shields for tanker-style capships, for example. 9. Better, less exploitable AI 15. Improved role of neutral systems and pirates. I have plenty of ideas on this, also on old threads. 19. Non-capital ships able to le