[quote] Thanks Vandenburg. Gauntlet03: is it possible to edit a ship's individual phase speed... that would be interesting for a mod... or at least a race's overall phase speed. I was kind of hopeing for the same thing maybe i can figure out how to seperate the two. [/quote] Changing an individual ship's phase speed is unfortunately not possible. <img src="smiles/Sad.gif" border=0 a
Vandenburg
[quote] did everyone miss the part where I said change was fine as long as its not the "vasari need to be able to stand toe to toe with TEC" part? fine with nominal shifting of strength and tech levels and I'm certainly not against making the teams more diverse its right there! there! above me! look UP! UP UP UP UP UP UP UP! [/quote] But why then did you say the following? [quote]oh I hope the devs don
[quote]oh I hope the devs dont give into the "I dont know how to play this, make it simplerz!" pressure[/quote] Nobody is asking for that. Please stop looking at this issues so one dimensionally. Some people are asking to make individual Vasari ships stronger but less numerous, while other people (like me) are asking to make the Vasari more different from the TEC by changing certain parts of the Vasari which are either identical or similar to the TEC. Nobody has asked
[quote]How unlikely is it that two races would invent the same thing to start with?[/quote] Not unlikely. But it's just not that likely that the TEC manages to achieve (even with gratious copying from the Vasari) the same level that the Vasari has achieved after 10'000 years. --------------------------- Btw. all this talk about lore lead me to one idea. I really would like a new victory option for the Vasa
Hmm... that's pretty strange and shouldn't happen. I can't test it right now, but will do it later. Could you perhaps upload your mapfile, so I could take a look at it? It defenitely sounds like a bug.
[quote]Stuff like every race playing totally differently with entirely different economic, resource and culture systems. That kind of stuff. [/quote] Oh Noes! That's what I would have requested. -------- On a bit more serious note, how high are the chances for slight changes in the economic and resource model of the Vasari? For example
[quote]Thrawn is correct, we never released a photo of the Novalith to the public.[/quote] Who is talking about releasing pictures to the public? Aren't icons enough?
[quote]each race plays the same "in basic", then branches out. Makes the game easy to learn, hard to master.[/quote] Which is imho one hell of a bad design decision. Since allmost all multiplayer games currently never get higher then the midrange in technology, it makes the two races just too similar to play. -------------- But anyway. Gauntlet03, you're describing the Vasari as I'd imaged them. I'll probab
[quote] I may just be crazy and doing something wrong but doing phase lanes atm seems to be a very tricky process atm. It seems that planetIndexA and IndexB are not running off of the planet ID. and it resets for each star. Again I might just be crazy but this seems to be what its doing to me atm. [/quote] I'm not sure if I understand your problem correctly. Planets are numbered from 0 on and on a per star basis. So your first pl
In the GameInfo folder are the player files, called PlayerPhase.entity or PlayerTech.entity. Open them with notepad. The following governs phasing behaviour: [quote]hyperspaceData baseHyperspaceSpeed 20000.0 hsyperswpaceSpeedBetweenStarsMultiplier 35.l0 baseHyperspaceAntiMatterCost 100.0 baseHyperspaceChargeUpTime 7.0000000[/quote]
[quote]So what does everyone else think? Remember, this is based only on solo play against the AI, not multiplayer.[/quote] That's the big problem though. The current AI is so bad that you'll easily can win every game by just using capital ships. This of course makes using frigates superfluous. [quote]I would really like to see less ship classes/types and more combined rolls for many of them. I don't see w
[quote]always be vocal, else you never get what you want! and most certainly never reach a middle ground, as is usually the norm.[/quote] Could be. It's still very annoying and destroys constructive discussions very fast. Especially when people go an a hyperbole, it achieves nothing but just manages to annoy people.
[quote] Researching the wave technologies of the Vasari breaks the game. The error message is "Entity Ref not found: ꬸ^RESEARCHSUBJECT_WEAPONDAMAGE_WAVE1" It cannot be skipped, as it will reappear unlimited times. [/quote] Hm... doesn't happen in my games. Perhaps a reinstall will solve it?
[quote]The "performance drain too big" excuse is a blatant lie - everyone with even a modicum of engine coding experience can see that.[/quote] That's way the answer to that is lack of time to develop and implement it and not resource drain. But it already has been discussed to death and it won't be changed. :/ Btw. a bit offtopic. [quote](which, by the way, isn't the turrets - it's the actual projectile c
[quote] 3 before the resources was too few now they are too much. [/quote] Are you playing on the new fast setting? The new fast is significant faster then the old fast. So it's not that you have too much resources, it's just that you're too slow to spend it all. [quote]4 in the resource list the total of all planets should be at the bottom of the list. so that you can see it when your list goes over the top of the scre
[quote] still, that should be visible somewhere. [/quote] Yep, totally agree. Btw. after a second look at that skill, isn't it a bit overpowered? At lvl 3 it does 40 s * 30 dmg/s = 1200 guaranteed hull damage. Which basically means that it is a guaranteed killer against a capital ship which has under 1000 hp left (repair would need to be extremely fast to survive that). So even if a capital ship could flee it would be de
[quote]The stats on this skill never change no matter what level above 1 that they are. Thus spending on it is a complete waste beyond level 1, and I can't revoke my spent points.[/quote] They do change, but the description doesn't show it. (Which is the same for lots of TEC abilities btw.) [quote] buffEntityModifierType "ArmorAsDamageTarget" value Level:0 -2.000000 Level:1 -4.000000 Level:2 -6.000000 finishConditionType "TimeElapsed" time
[quote]read the Vasari are not the fricking Protoss and the Vasari underpowered threads, and learn why you are so very wrong.[/quote] Please Schem. Calm down and then read again what The Wicked Flea wrote. He didn't wrote anything about them being "underpowered". He just wrote that what they're now doesn't fit the role they have in the lore and that they're too similar to the TEC.
[quote]Everyone believed that the Vasari were going to be vastly superior to TEC in EVERY aspect.[/quote] Actually no. I don't really care about how strong certain ships from whatever race are. (Even though I expected the Vasari ships to be a bit more powerful.) But what I don't like are the similarities between the Vasari and the TEC. I expected them to play completely different. Not just them being variations of the same theme. :/
[quote]Did you forget their defense fires its missiles in volleys? [/quote] That makes absolutely no difference to the damage though. But I have to admit, I was a bit sloppy. Vasari: DamagePerBank:FRONT 150.000000 PreBuffCooldownTime 7.500000 150 / 7.5 = 20dps TEC: DamagePerBank:FRONT 120.000000 PreBuffCooldownTime 6.000000 120 / 6 = 20dps So the dps of them is the same. They're even more similar then I've thought. <img src="sm
[quote] Probably because you don't destroy the complete infrastructure/population -- all your really doing is killing off the "ruling class" or "occupying forces" or what have you of the planet in question, then enslaving the citizens to your own needs and desires.[/quote] Yay! Nuclear weapons in the Gigaton area that only kills the ruling class and the military... NOT! [quote]Because the TEC learned war from the Vasari, duh.[/quote] So the TEC learned trading and
Hey, the Vasari are much more powerful then the TEC. Their defense turret makes 30 more damage (150 vs. 120) then the TEC one! [size="1"]Else it's an absolute perfect copy with every stat the same.[/size]
[quote] connection planetIndexA 1 planetIndexB 0 spawnProbability 1.000000[/quote] This got changed to [quote] connection planetIndexA 1 planetIndexB 0 spawnProbability 1.000000 type "PhaseLane"[/quote] The new addition is [I]type[/I]. I haven't tested it, but I guess also a possibility would be type "PhaseGate".
[quote]The dev's have stated many times that having animated turrets will cause unacceptable performance hits. This is a dead issue. It aint gonna happen[/quote] Actually the honest answer they gave after the discussion, was that it would take too much time to do and implement it and that they will take a second look at it after the release. The stuff about performance has really no base in reality (there are older games with much lower performance requirements which have movin
[quote]This isn't a slam on Sins, it's Beta after all, but giving a blanket "do the tutorials" response is more annoying than it is helpful is this particular situation. Bug or feature, there's no way to tell without in-game indicators.[/quote] Although I agree with you, you better get used to it. A lot of abilities (most of them actually) don't tell you what they really do or what an upgrade to them does. Sadly.