It gets exp for anything your ships kill. EXP is split evenly between all capital ships, so if you kill a 100xp ship with one capital ship, you'll get 100 exp. If you have two, they'll each get 50xp, etc.
goodgimp
Complain to Microsoft, unfortunately. Microsoft guidelines require that application data be stored under the user profile. This becomes especially true in Vista, where you cannot even modify an item in Program Files without elevating to Admin. We deal with the same thing at my job... the customers might not like it, but it's Microsoft's call, not ours.
[B]NOTE:[/B] Defense platforms of all other AI players seemed to be fine, my strikecraft when after the as usual and blew them up. I only had a problem with the Pirate platforms.
I seem to have encountered a bug in 1.03, but I wanted to post it here to see if anyone else has seen this, if it was just a fluke in my game, or whether there's a setting I accidentally changed. I downloaded the 1.03 patch and started a game as the Advent. Everything was going fine, but when I attacked a pirate base, my strikecraft do not target pirate Gauss defense platforms. They will hunt down and destroy all ships in the star system, but I have to manually tell them to at
[quote]It badly needs some love and buffing. :/[/quote] Odd, it's one of my favorite. Of course, I also use it correctly.
[quote]why, why, WHY is NOBODY on these damn forums talking about multiplayer placement! It is the #1 PROBLEM with multiplayer right now and was NOT I repeat NOT fixed in 1.03! The placement is totally RANDOM regardless of the map you play on and settings you choose. Allies DO NOT necessarily start next to each other. For example in a 2v2v2 game one team might start right next to each other and the other two spread out across the solar system! This is such an easy freaking fix
Interesting, that's where I'm seeing some differences. Also, the beam weaponry of the Advent seems to leave even cooler "afterglow" effects now as well. Same as the plasma weapons.
Did they change particle effects in the patch somehow? I'm running on the same graphical settings (Bloom, all on Highest, etc) but for some reason it looks even better than before? Does anyone else notice a difference, or was my machine not [i]really[/i] set to highest before or something?
[quote]I really hate when reviewers all band together to puff the ratings of a video game just because the developer is small. [/quote] You don't know much about the game industry, do you.
Hmmm, I think Advent are okay against LRMs. -Scouts, as mentioned -Early, [i]early[/i] access to fighters, both defensively and on cruisers -If you're worried about early game LRM spam on your capital ships, choose appropriately and use Vengeance.
I have a very similar system, but I run Vista, which techincally should be slower due to the higher RAM usage on that OS, but I run with all settings on Highest without a glitch, even on star systems like what you mentioned with 10 players (I'm 5 hours into the game as well). I'd start looking at processes running in the background, especially anti-virus, making sure your drivers are up to date, etc. Good luck, hope you get it figured out!
My friend last weekend was also reporting similar problems with the Novalith cannon specifically. It may have had to do with the tactical slots not being upgraded, but I'm not sure. Seeing a topic with someone having a problem with the exact same structure makes me wonder.
I experienced this for the first time last night. My friend previously had complained that his fleet wasn't attacking, but I thought he was crazy. For me, I was playing the Vasari, and the only attacks that were visible were the wave guns. All other weapon effects could not be seen (such as from my frigates). Saving the game and reloading it did fix the problem, but was very odd.
[quote] This game is too easy to play. The single player on max difficulty offers no challenge PERIOD. I've played all the great 4X games and am not very good compared to many and yet this game is a f...ing P_ssy. I don't usually swear but honestly this game commits the cardinal sin of 4X games and offers no challenge. I think it's the first in history. Oh, wait for the next patch, blah, blah, blah.... Oh, I posted this in another thread, sue me. [/quote] Wo
Is there any possibility, any whatsoever, of implmenting a feature that other strategy games have? That is, if someone joins my game and does not have a save, can the game just transfer the save to them? Or is there a technical reason why this is not possible? For instance, if I happen to crash on a game of Civ4, someone can either re-join the game, or if they don't have the save file, that's fine. I just start up the game, and the save gets transfered
As Annatar said, fighters shred them. Most mercilessly.
It's a deep game, but less complex than it appears. As others have said, just start up a game and learn as you go. Something that might help is start a smallish 4-player map. Put 1 (or 2) AIs on your team, and leave the other(s) unteamed. This will give you some time and breathing room to figure things out.
Not having copy protection was a huge deal for me. When I found out the IC/SD opted out of pirate protection, it almost made me want to go out and buy [i]two[/i] copies of the game. This is all entirely anecdotal, but I have weekly LAN parties with my friends each weekend. Even though the complete lack of copy protection would make it extremely easy for them to just install off of my discs and never purchase the game, every single one of them has gone out and bought the game themselve
TEC are a bunch of traders, they're no soldiers. I think the voiceovers for TEC captains is great, and fitting. Plus, they partly seem to be an homage to the Terrans of Starcraft. I swear I recognize some of the same voices. SCV voice -> "Where to.. commander?" in Sins Plus, there's one that sounds like the voice for the Siege Tank, in Starcraft.
Just out of curiosity, are you running detail levels on Highest and not High? Cuz there's a pretty big difference between the two. Personally, I find the ship designs to be great, from both and asthetic and technical standpoint. Not to mention I can have hundreds of ships on screen blasting each other without my system even having a hiccup.
[quote] Apparently it doesn't handle big multi-player games that well, causing lag to the clients, and then something as simple as sending 10 ships to a planet causes a fatal exception with the game's exe, which mini-dumps and crashes.[/quote] I feel your pain, but others have been running large multiplayer games for quite some time without similar problems. I don't think it's [I]just[/I] the game's network code at work here.
It's your router... nothing to do with the game.
Ironclad is overpowered, they released an extremely addictive game that completely dominates my time. Anyone found the counter to that yet?
Interesting to note, you hate the Civ and space strategy games you've played but you love Sins. I absolutely love Civilization, 4X space strategy titles, and Sins also kept me up waaaaaaaay too late on a Sunday night. I'm paying the price this morning! I think that right there is a microcosm of how well Ironclad hit the nail on the head in bridging the two genres. Great job guys, get to work on an expansion so I can throw more money your way.
Pirates are the EXP gravy train that keeps my Caps well-fed.