Siege vessels have auto-join switched off by default, so that's normal, same with scouts. As for other ships, I have seen this as well on rare occasions, but that was already before the current beta.
Stormsong
[quote who="Ryat" reply="2" id="2896089"]Yes, this is a big issue. Currently working with devs in fixing the issue in the beta patch.[/quote] Indeed. Thankfully with the current beta patch, things have been improved on a lot regarding pirates. They're nowhere near as overpowered as they are in the current "vanilla" version of Diplomacy.
My guess is that it's just a working title.
What operating system do you have? Vista or XP? Either way, make sure you're running the Impulse as admin.
Londaik, es währe sinnvoller wenn Du auf englisch posten würdest. Translation: Londaik, it would be better if you posted in English. As for
WarlokLord, you can switch off the tutorial tips in the options menu. And as for the AI, using retreat like the it sometimes does can be a useful tactic to get a unit across the map quickly. Anyway, good reviews so far. :) I've been playing some AI skirmish matches myself and thouroughly enjoying it.
I did some testing after the last thread on the subject and those are the only ships that don't auto-join(excluding siege frigates, scouts and colony ships).
Really awesome video, Blair. [e digicons]:thumbsup:[/e] More please! :D (yeah, I know I know. Soon™)
Ok, it makes sense regarding siege frigates (and of course colony ships and scouts), but why the support cruisers? They'll follow the fleet, but won't actually join it. And yeah, anti fighter frigates join fine.
It's the dominas and purge vessels (and other races equivalent) that won't auto-join. To summarise, I've noticed this behaviour with the following ships: TEC : Krosov Siege Frigate Advent : Purge Vessel Vasari : Karrastra Destructor TEC : Cielo Command Cruiser Advent : Domina Subjugator Vasari : Stilakus Subverter
Ideed, it's same the for the equivalent ships from the other races too. And yes, it's annoying having to manually add them...
I must've remembered seeing them jumping from within gravity wells as a non Vasari player. So yeah, that explains it. :)
As the title says; the Vasari's Gravitic Tolerance research is supposed to make the ships able to jump out of gravity wells before actually reaching the edge of it. With v1.05, I distinctly remember Vasari ships and fleets being able to do so. With the last two Beta versions, it appears to be no longer the case - ie. the research doesn't seem to have any effect at all any more. The following screenshots show my fleet in the proces of jumping, after I've reseached both levels
I can't confirm this. It works fine here at the native 1680x1050 resolution for me.
[quote]Don't you hate being told that something is going to happen and it doesn't. [/quote] What? It [I]has[/I] happened. Furthermore, it's a BETA patch, so it needs to be tested first. Stardock and Ironclad have never claimed otherwise.
The extractors in asteroid belts and plasma storms can be captured - the actual territory remains neutral though. For TEC and Advent, you need colony ships to do this, for the Vasari their scouts have the relevant ability. Actual planets and larger asteroid can be colonised in the normal manner - if your ship can't do this immediately, it's because it doesn't have enough antimatter to use the ability yet - phase jumps use up antimatter, so it can take a while to recharge.
The 174.xx drivers are currently in beta testing, but I've found them to be more stable than the WHQL version from December(not just with SoaSE either). Here's a link to the XP version: [link="http://www.nvidia.com/object/winxp_174.74.html"]WWW Link[/link] Oh and the 7xxx chipsets [I]are[/I] supported, so that should be no problem.
I did, and they were definitely replaced, since I was prompted to overwrite. I've also double-checked the file dates(time stamp). Am I missing something? Edit: Ok, never mind. I forgot I'd originally copied the patch folder to the mods folder before copying and overwriting the necessary files.
Is the S+ 1.04 patch supposed to turn up on the mods screen as an individual mod? Because it's there, and selecting it crashes the game... Edit: awesome mod, by the way.
Use the caps lock key. :)
The forums load nice and fast for me. If there is any slow downs or lagging it doesn't last long(location: Germany).
The forums aren't broken as such, someone has been attacking the forum server all weekend, causing major lag. [link="http://en.wikipedia.org/wiki/Denial_of_service"]DOS attack[/link]
[quote]Same here. I was also wondering if this is fixed in 1.03.This only happens when I'm playing as Vasari, changing the amount of particles in the config files doesn't fix the problem, it only delays it.While playing as the other races against Vasari the problem is not present.[/quote] Yeah, I can confirm this too. It only seems to happen when playing Vasari myself.
I believe there is a full blown X3 universe mod currently being planned.
Cool. Except for one issue... [quote]Developer: Pivotal Games[/quote]