Actually, it appears to be a client thing. These two screenshots are from the same game- http://screenshot.xfire.com/screenshot/natural/075c3976835791fa55bc9e595d85358d32841361.png is what I saw. http://screenshot.xfire.com/screenshot/natural/c879c0b120cc0bed23c5e6b07f79f04f8877394f.png is what my friend saw.
Foogsert
I had a game earlier that said I had ~12 million actions (according to my friend - I had closed mine before checking actions), I didn't think to ask him to grab a screenshot though. I don't do any sort of automation, so my guess would be it's due to a bug.
I have the issue as well still, far fewer people have it now than used to before the fix, but there's still a post here or there of someone else who has it.
Stardock actually has quite a few games available for purchase. You wont see SoaSE or GalCiv (or likely Demigod) on Steam because it makes no sense economically for Stardock to get them put there. Just like you will never see any Valve game on another method of digital distribution.
I definitely agree that this could do with improvement. Nice to know about the toggling auto-attack off and on as a temporary fix though (rather than doing the entire thing manual).
Presuming I couldn't whip out a magically bigger budget from thin air to simply add things outright, I wouldn't really change anything. (You did say re-make, after all, not add next)
If you right-click spam Change Portrait at the player setup screen, the game will eventually crash. Seems to be related to PlayerPictureIndex in user.setting; when it hits negatives it'll crash (Annatar crashed at -1, I crashed at -3). Right clicks reduce it by one, left clicks increase by 1, doesn't seem to crash nomatter how high it gets, though. Edit: For anyone who gets hit by the crash (and loading Player Setup kept crashing it again for me), manually change the number into th
If you sell directly to the black market - you get less money, but instantly, and nobody else actually paid. If you place resources on the market to be sold, then whenever someone else buys that resource from the market, they'll buy from you (or from whomever might be undercutting you - you can lower the price to make sure yours sells first).
A: Ordering it from the US is, from what I've heard, about as much as it costs to get most games locally over there anyways (go go USD, sigh). B: From what I recall, they just couldn't get a Euro distributor for Sins. Not them hating Europeans or any such things.
I think the constant mention of Hellgate: London is a bit off. The game didn't fall remotely because of the normal vs subscription debate, but because the game was mediocre at best by most standards, and riddled with issues. Having to pay to complete/fix the game was just a little salt on that wound (and was still never very good). I'm alright with subscriptions, I'd honestly prefer them to large numbers of mini-packs by fair margin, but it does boil down to value. $10 is a fourth the p
Would be cool if they made a Random-Even type setting, maybe mirroring the worlds between two players but still keeping it random.
[B]1-[/B] No. [B]2-[/B] You can capture the neutral extractors with a colonizer frigate (Advent/TEC), or a scout (Vasari). [B]3-[/B] [I]Edit:[/I] Nevermind, don't think so. [B]4-[/B] There's a minor issue at times where a ship will join the fleet but not appear as a blip in the top left, could this be it? [B]5-[/B] Pirates will leave shortly after the timer hits 0 (the time they leave is random between about 15 to 45 seconds after if I recall), so yes this is the time to be doing
You've pretty much listed off the basic RTS ruleset of just shy of every RTS made (of which I can assure you Starcraft is not the first by any stretch of the imagination). The only really fair point is the capital leveling system, which is quite close to Warcraft 3's. Though I can't say the post doesn't feel like it's sarcastic. Notably the fact you said "First, both are played in real time." There are two and a half choices when time is involved: Real Time, Turn Based, and the awkward/
Lasts 10 minutes at 1/2. Lasts 15 minutes at 2/2.
I would like to note one other issue with Steam and third party patches. On top of most games needing specific steam-version patches (which can come hours, days, or even a week or more late), Steam is not a patcher, and if a file is changed in even the slightest way it must be entirely redownloaded. This isn't an issue for all games of course (i.e. those that split their data into large numbers of small files), however the recent Company of Heroes patch, which was 40 MB for owners of the retail
Technically the fleet cap is 2000. ;) Anyways, 1.03 added low/high fleet cap options (1500 / 2500). To go above that check the mod forums, pretty sure there's one up, though might not be updated for 1.03 yet.
The various national militaries of the world stole their ideas from Warcraft, true story.
That's the Vasari Phase Gate in action.
Mitigation works precisely how one would imagine - reduces incoming damage by that %. Despite the fact it says Shield Mitigation, it actually works at all times. Phase Missiles that ignore shields also ignore mitigation however. It also increases whenever the unit takes damage, and goes back down when not being attacked. 1 Armor = 5% Extended HP Roughly (i.e. a 200 health unit with 2 armor, will take 220 damage worth of attacks to kill, 3 armor would take 230, and so on), only applies o
That's correct: You don't get achievements for anything done after the enemy is dead.
Seems a little better, but chat related FPS drop is definitely still present in 1.03 for me.
I believe you keep most bonuses, but must keep the number of research centers to build unlocked units/use unlocked abilities (i.e. Cruisers, Trade Centers, Novalith, Returning Armada, so on).
I didn't even configure anything (port forwarding at 6112 already setup because every other RTS I have uses it), and everything works perfectly fine. The people I play with haven't had any issues at all either. You may have an issue, but don't rant on like everybody in the world has the same problem you do.
You don't want to split ships 1 to 1 for firing, but you also don't want your entire fleet shooting at something that's built up to 70%+ mitigation. Vasari can get away with it easier, but otherwise it varies from situation to situation.
[quote]8. How do rafineries work exactly? What do they do?[/quote]They increase the production of extractors within the gravwell they are placed, as well as those extractors within one phase jump of the refineries. Putting your cursor over an extractor will show a Refinery Quota stat, which shows the current/max number of refineries that can boost an extractor (typically 3). So building 3 refineries will fill the quota within the gravwell they're placed and those directly linked, any mo