pauldarkside

pauldarkside

Joined Member # 725822
0 Posts 3 Replies 76 Reputation

[quote who="harpo99999" reply="1" id="2047762"]entrenchment upgrades this version. the current entrenchment ver is 0.93.006 dated 2nd april 2009 ie 2/4/2009 harpo [/quote] Time travel much? Probably means 4th February 2009 :)

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^I don't see coding a structure to orbit and attack being much different to coding any other ship to attack-move. I'd welcome the ability to move a starbase manually, or have it move to an optimum position automatically. If I've placed a starbase to defend against pirate attacks and I subsequently remove that threat, that starbase is pretty much useless to me - I can't repurpose it (reassign from a tactical structure to a logistical one) or use it to cover phase l

81 Replies 221,443 Views

The thing that I found buggy though was when I was setting a build target, panning the cursor around whilst keeping the mouse button down, I kept getting that "invalid selection" sound clip even though I'd not released the mouse button; if I had I'd have understood, but as I was only panning around I don't think I should be hearing it. Right, since this thread's more generic in bug scope, I'll list another ;) Planetary view (the one which lists

1 Replies 1,602 Views

In addition to the above, units no longer appear to stack (groups of 10) in the empire tree and are listed individually instead. Most annoying when moving large fleets around a system. I also really wish there was an option to set the default state (open or closed) for each branch/node; when moving said fleet to through several gravity wells, where the fleet gets stretched across multiple wells, I suddenly have a load of open branches appear and I l

1 Replies 1,286 Views

[quote who="jjandrah" reply="2" id="1984855"]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?[/quote] [quote who="Blair Fraser" reply="3" id="2009676"]It could be done but it would screw up the determinism required for multiplayer. The issue has been coming up more often now because of the additional textures and the unbalanced use of mines. Once we have mines rebalanced and more texture optimization (we

18 Replies 20,294 Views

I'd also prefer to see a predefined limit to the number of mines per gravwell, 100 for example. The current implementation creates a laggy game after a while - too many additional assets to handle? Additionally, the scrolling asset list (whatever it's called - the one to the left side) is now unmanageable unless I manually collapse each entry (could really do with an option to automatically collapse entries anyway); each planet is limited to groups of 10 and in the

34 Replies 12,174 Views

Out of interest, where abouts in Impulse will the Entrenchment beta download be listed? Note: It would be nice to have purchased pre-orders listed in the My Games tab; I purchased this one when it was announced but apart from the confirmation emails, I've no actual record of it in Impulse.

72 Replies 88,286 Views