Uhmmm excuse me but your argument above, Sareth, seems a little biased. For the Radiance example you clearly describe a battle against a clever opponent (moving caps away from detonate AM, kiting etc) and yet for the Kol battle you describe it as if playing against a retard. No clever player is going to focus fire on a lvl6+ Kol and certainly not anything lower. There is no point doing so. The opponent is going to blast the hell out of those LRMs and then giggle at the Kol's attempt to do
rowanlad
Wow... I have haven't heard the words 'Advent' and 'superiority' in the same sentence since the Illuminator bug fix.
lol @ musical smack down ^
Considering its one of the best looking Caps... its sadly skin deep.
I agree with above, an interesting idea. Certainly would change the way raids are done. But I also doubt the Devs will go for it. There is a reason the current system is in place and I doubt they will want to rock the boat that much.
lmao nice
This game doesn't have a track record of bugs. I've been playing now for around a year or so and worked with the Beta of 1.2 before it came out. There are a few minor issues like every game but these guys have been very good with listening to the community and fixing issues (including some balance stuff). The fact that this game is a couple of years old and still receives patches is proof of that.
[quote who="Seleuceia" reply="69" id="2917014"]Here's an idea...what if we incorporated a 6th capital ship for each faction called the Flying Spaghetti Monster...this capital ship could be used as a means to balance the game considerably.... For one, all 3 factions would have the same Spaghetti Monster...this way, no faction would have any advantage over an other... Then, in order to foster more fleet diversity, the Spaghetti Monster would have a new type of damage c
Yep, I deleted gameinfo and all is fine with 1.2 using bailknights. I got minidumped anytime I tried to activate when the gameinfo folder was present.
Ok, I understand you are not at the stage yet... Can you tell us what you are specifically working on? [e digicons]:blush:[/e]
Huh... those stats are better than mine. But that is 8 players for 7 hours. How many 'planets'?
I usually play 3-4 AIs on a medium sized map (somewhere between 30-60 'planets') and can play for over 10 hours on highest settings with BailKnights graphic mod with little or no lag. The new patch 1.2 has helped this a lot. Also, running few other programs can do wonders. It depends on what your specs are tho.
Haha well that is what it is doing lol
Yea ok, will check after this game.
I thought pre-1.2 allowed this... can't do it now. Only mod im using is BailKnights and I'm playing as TEC.
^ Me too. Well thought out.
The Setting: 2-3 hour game 2v2 on Fulcrum. 3 AIs and me, all AIs ended up TEC and I chose Advent. Pirates were great as I have said in the change log thread. Much better balanced. AIs bidded on each other once I nudged them which was realistic and fun. Enemy team relations fell apart half way through which was a surprise but still made it a great game as it felt so random and realistic. However, as we all know it wasn't very random and AIs just don't get along very well. Ma
I liked the idea of Mass Disorientation being added to the Deliverance Engine [e digicons]}:)[/e] Only if Kostura went back to pre-nerf tho lol and the Novalith would need a slight buff in response as well.
[quote who="rowanlad" reply="123" id="2906655"]It would require a massive re-write and would never return on such an investment.[/quote] This is why. Its going to take far too long and is far too much an investment in an aging engine. They wouldn't make enough money for them to do so. We are very lucky they are still paying attention to Sins at all, let alone a stand alone expansion.
Updated [e digicons]\o/[/e] Thanks Yarlen and send my thanks to the other devs as well. Great improvements to the game and I will be pre-ordering Rebellion in a few months. [e digicons]k1[/e]
^ Thank you Pbhead. The Devs have been extremely clear on this. Its not worth their time and effort at this moment. It would require a massive re-write and would never return on such an investment. However, the recent 1.2 patch for Diplomacy has done wonders for lag. You will notice significant changes to the load times, FPS, and general smoothness of the entire game. It is a massive improvement. Not just a few seconds less in load times, but a serious upgrade.<
For TEC I've seen Finest Hour, Rapid Manufacturing, Armistice (a lot lol), Flux Field and Missile Barrage. Advent: Only Domination and Provoke Hysteria Vasari: Volatile Nanites... haven't really see any of the others.
Those refinery threads are very interesting. I have rarely used them due to the community's consensus that they arn't worth it... however those figures showed something else (in certain circumstances). Cykur, you seem to have looked at this in depth, how many mines does it take for you to consider a refinery? (Assuming mid-sized game, longer than 2 hours, where refinery tech is already researched, i.e. no tech amortization).
Thanks Yarlen, hotfixed now.