I got news for you, 1.34 will still minidump, and quite a bit!
Astax
Oh you can whine about this and you'll get the good ole' response of: "I CAN'T HEAR YOU OVER THE SOUND OF ALL THE MONEY IM MAKING!" This is just one of the more annoying pimples that have inhabited the backside of sins for ages, but never was so much as a concern given to it. Notice how there is still no option to disable auto-pinning of star bases, or is there? I have not bought Rebellion.
It's terrible.
The longest route concept is borrowed from Settlers of Catan, one of the game makers' favorite game. I played it myself, and I don't really like it much. Anyway, it's a pretty good concept, and it ads a bit of strategy to the game beyond "make another tradeport."
[quote who="M11xStryker" reply="5" id="3179064"] I'll be honest with you, what's so bad about it? Don't get me wrong, clunky DRM like Origin is utterly horrendous. But for me, Steam has a DRM that works pretty smoothly and it's a terrible pain to deal with. While some people may have issues with offline mode, it's always worked like a charm for me. Assuming it's not an EA game...[/quote] Do you know that steams knows every single piece of software that'
Disruptive nanites always stopped regen of shield and AM. IT was awesome way to defend against caps.
Could this academy be a building? So that it could be destroyed?
[quote who="Rebell44" reply="5" id="3162885"]Build titan - they are best way to kill enemy capital ships and star bases.[/quote] This is my fear for this game. A strategy game that will devolve into "Problem? Build Titan."
Each tradeport in your empire will give the same amount of credits once it has spawned all 10 of its tradeships (of course starbase tradeports give a bit more, I'm talking about regular ones). So in theory, it doesn't matter where you put the tradeport so long as it doesn't ruin your longest route by creating a shortcut. You can have a bunch of tradeports on a route, and then you can have an additional desert planet not touching the route full of another 9 tradeports,
There was a way in Vanilla to play the market to get unlimited credits. The market didnt fluctuate unless you bought or sold something. But if you bought 500 units by holding shift, the price would jump immediately to a place where you could sell 500 units for profit. I discovered this, and used it to great amusement. Man the rage some dude let loose when I attacked his homeworld with 40 siege frigates 5 minutes into the game.
is it in process of attacking a mine when you try to toggle it?
You can do this. They will not auto attack anything but mines if its disabled. That is because when a scout reveals a mine, it automatically attacks it. So your problem lies elsewhere. I can only assume you have the scouts in your fleet and you rightclick to attack structures with your fleet and the scouts move to attack also, that's not autoattacking, they actually receive order to do so. Also, even if you do not tell them to attack but they are part of the fleet,
The most unknown counter to bombers is akkans aura + flak. Some people may be employing this without realizing it, thus they claim there is no bomber problem. The more known, but kinda expensive option is 2 Kols.
The base income of tradeport is 1.0 credits per second on Slow speed (Speed with income bonus of 0). Each node in the chain provides additional multiple of .075% So the income can be calculated as 1+(.075*(N-1)) where N is the number of nodes in the longest route. So with what I said I created a small table of income to show how your income grows on each speed(I tested this on Faster up to 13 ports and found it accurate): <table border="0" frame="VOID" rules="NONE" cellspac
Not necessarily. The other sources includes lot of weird stuff like when you queued a building and ships to be built but the planet was lost due to bombing. It's a very weird category.
tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->q->tab->
Are we good to continue tonight at 9pm EST? I'd really love to finish thisone
What patch? Because sounds like the games get de-synced. Could be a bug with an old patch.
Use Kostura on enemy homeworld, jump in with fleet, use Evacuater egg to eat the planet, drop ton of mines and a starbase and the planet is yours forever:) Also put down stabalizers so you can always defend it
I am fine with any weekend day. Next Monday after 9, Tuesday, Wednesday all day, Thursday no good.
No its not autoupdate. Probably a bug in the patch.
Ok. The checksum would have to be performed on the block of memory not containing the models etc, otherwise it would be a huge cpu intensive affair. Now if I were to invest the time into figuring out how to read just that part of the memory, that would be it for me as far as the game is concerned. Alternate way of doing this, would be to use the game engine to perform much of the work for you. How? Simple... You take a save in middle of the game, then you run checksum on the sav
On one hand Martyrdom should not be too easy to use, at the height of the game MP scene, it was used as a capital sniper. On the other hand, it could stand a buff, along with timed explosions. And a new ability to the Vasari scout could also be added to give it another role. I'm thinking something along the line of sacrifice the scout to heal a base or capship or structure. Yes I know I'm not original, and I'm merely ripping off an ability from Conq
You cant fix minidump errors because each one is caused by different thing. They can only fix causes one at a time. I'm not 100% sure why the hell this game is prone to so many desyncs (more than any RTS I EVER seen), but here it is. So unless they redo the entire engine from ground up, you will see many and often.
Win/loss ratio is a way to boost your ego--that's all it's about. It's a weak person's pride crutch in the game. It servers no other reason. I play a game where players have their lifetime win/loss ratios visible at game start and the "serious" players will quit the game instead of surrender so their ratio drops badly.