Gah, the edit button is gone and my command line got screwed. It should be: telnet [your public IP address] 6602
bovi
I would suggest to connect to an external computer (IE not in your home), and write this command after creating a new multiplayer game (alt-tab out): telnet 6602 Go to http://whatismyip.org to see what your IP looks like from the outside world. If you don't have access to an external computer, you can tell someone in the lobby to do it for you. If it connects, you don't have a problem with your firewall or network forwarding; if not the problem
I am having problems with my internet connection, using both my current ISP and also my previous one. These problems manifest themselves in occasional cutting off of my access for a couple of seconds (5-15), where occasional means anywhere from once per week to every 30 minutes. I have therefore successfully played a (small) number of games online, some of them hours long, but I'm very vulnerable to these small breaches of continuity when playing Sins. The effect in my game is that the ne
I would say it should be safe to put out the new exe as a required update. Most all are using the regular 1.04 exe now, so adoption is pretty slow... And it definitely seems that the changed one is better, at the very least it does not seem to cause any harm.
This has been requested for about half a year (since beta days). If it was easy to make it, I'm pretty sure it would be done already. I'm all for it though; disconnects and crashes are the foremost problem with this game, and an ability to resync with the rest of the players when you've got sorted whatever problem you got, would really help with that.
Played with Edix, and no problems arose. I've successfully played one single game with 1.04, but a handful that have crashed, so the rate of failure looks better for the fixed one so far!
CET = Central European Time. It's currently GMT+1, while it's GMT+2 in periods due to daylight savings time. Edit: Huh, this time I could edit. Weird.
Hmm, we can no longer edit our posts on the forum? Anyway, the crash was with the regular 1.04 exe. That's what prompted me to go here in the first place.
I switched back to the regular one and successfully played a 6 player game over several hours, so it may have been a one-time thing. We can perhaps try saturday evening. I'll try to be on from 2130 CET, if it suits you.
Well, I would, but now I've installed the special executable noone is around to play with; all else have the regular one... ;p
Sorry to be a spoilsport, but my 2v2 game just crashed after about 5 minutes into the game. We had nearly just got started, and I was skirmishing with another player over an asteroid; the first new colony of mine. I had an Akkan and 5-7 cobalts, he had a Kol with two cobalts. It may not be the same problem though. Would you care to have the minidump?
[quote]with the two anties going gong-ho on the dunov and a compliment of frigates to assist, damage shouldnt be a problem. [/quote] [quote]the abilities regen though is along the lines of some dozen seconds, means you only need a handful of frigs to counter it. besides the two antoraks will be providing fire support. now, if both players are micromanaging the battle (aka the antoraks have locked down two dunovs) then taking two out succesively wont be an issue, the last one then is sim
The current TEC and Vasari lineup also names them Utility A, B and C. The Marza/Desolator is considered a utility ship for some reason. I think they're pretty straightforward planet killers.
All I meant was that if you run in windowed mode you will not have to alt-tab. I didn't mean that it would magically enable more error messages than are usually presented.
Heavy fallout make worlds attacked by krosovs regenerate slower for a time. I've never found it useful, as I prefer to destroy colonies outright when I attack. Also I find it clashes heavily with the rationalization that you only send administrators to the worlds teeming with life when you colonize.
If you run the game in windowed mode you will be able to see all error messages without alt-tabbing. Also you can keep an eye on the IRC chat during lagging .
As far as I can understand, the suggested way for the Antorak is to phase out all other than one Dunov, which is to be constantly attacked to destroy it while the others are phased out. My expectations to this is that the Dunovs will be able to sneak in a restore occasionally, or the Antorak will have to spend its antimatter fairly quickly to keep them constantly phased out. I believe it will run out of antimatter way before the ship is dead because it will take at least 5000 hitpoints
Well, there's the pointy things at the end. And if you really want, a bulky rear. That's it.
No, I don't really think they're very similar.
My suggestion in the other thread was to 1. [B]Reduce[/B] the amount healed when a Dunov regenned another Dunov. Perhaps 60% of the original value, they would have to spend more antimatter that way and could be more easily overpowered by masses of enemies. Other solutions: 2. Reduce shield mitigation of the target to 0% upon receiving the shield boost, restoring itself over time or when taking damage as usual. Would then require the target to withdraw or lose its extra shields m
Pandora's ring appears to lack a spacelane at the top.
Why would a developer be so fantastic at his own game anyway? They hardly get any time to play the game.
You do lose the resources you invested, however Ron says you can plunk it down then immediately cancel it before the enemy can react and target it. It will already have stopped though, and is therefore a risky exploit for slowing down the enemy capship. I agree that structures that are not yet under construction should only be ghosts that any ship can pass through and enemies can't see (beyond the constructor moving purposefully in that direction).
That is called "Pervasive Economy" and is TEC's level 15 empire tech.
Short of free-killing the 0-hitpoint structure you mean? Would be rather expensive to keep the cap there...