I ended up using my Titan as a minesweeper as well after losing a majority of the rest of my fleet and suffering severe damage on my other cap ships. I'm crossing my fingers for a patch today.
Artagel
Thanks for the update, Yarlen!
Where is patchy goodness?!!!
This sounds like it could be in the ballpark at least. It gives about a month and a half to finish with current fixes, release and test Vasari, fix Vasari related bugs, work out the balance once Vasari are in, and fix any final bugs. Given the current state of testing and patch releases it seems like the devs could conceivably make 6/12 or within a couple weeks of it.
[quote who="XubXub" reply="19" id="3133440"] Quoting Volt_Cruelerz, reply 17The Deliverance Engine with a buff that would disable any broadcast centers on the target planet would be immensely powerful by allowing the Advent to attack the enemy within their own unopposed culture which drastically improves the survivability and damage output of an Advent fleet. That's a surprisingly elegant solution, I like it. The fact the deliverance engine can be countered relatively quic
What about having each Titan after your first one double in cost? The titans keep the XP, but you end up having to pay for that in a serious way? You could even have an option to build a 0 XP titan at the base cost, or a Titan levelled up to the previous XP by paying 2-3 times the base cost of the titan depending on the level?
I've submitted a save game file for disappearing Titan (worse than disappearing Cap ship!!). Same type issue as Cap ship, shows in grav well icon list, but when you click on it the map zooms to a blank starfield with no ship and when given move orders nothing ever happens.
I usually play Huge Random, Multi.. but I like the idea of a map preview screen to get familiar with other maps. I've tried most of the Large and Huge maps as well.
I usually play Huge Random, Multi.. but I like the idea of a map preview screen to get familiar with other maps. I've tried most of the Large and Huge maps as well.
This happened on my game as well. The other players were still able to place a bounty on me despite Truce Among Rogues, and when the pirates dutifully dispatched a fleet as per the bounty, I would get the pirate attack music, a fleet would arrive, I would get the "a friendly fleet has arrived" notification, and eventually nearly all my home system planets had giant pirate fleets sitting on the edge of the grav wells, doing nothing.
I will see if I can send the saved game file.
1) the Corsev also shows near the bottom of the list (after the frigates-- usually right next to the Titan if there is one in the fleet).
This happened with an AI cap ship and frigate in my most recent game. when I clicked on their card/tree the screen took me to some unidentifiable point in space which you couldn't zoom into or out of, no ships there. They stayed there the remainder of the game.
Ill tempered space ponies.
During the beta is the time to address issues that affect the AI and single player gameplay. Nothing against multiplayer, but the Dev's won't even have the opportunity to fix the AI's issues if they aren't brought up by the beta community. (yes, AI in this sort of thing will not be as competitive as multiplayer-- unless we are talking IBM Watson type resources being thrown at the problem-- however, improvements can and should be made when there are obvious errors).
The AI still seems unable to understand how to best use titans. In my most recent game (huge, random, v/s cruel AI) Once I had established a starbase in a wormhole within their home system the AI kept sending a lone Titan (rebel) against a fully upgraded starbase with a protective fleet in the grav well (including 2 caps and lots of smaller ships). The Titan would sit far enough away that the starbase couldn't fully engage it, but careful micro-ing I was able to draw it closer
I don't see it specifically mentioned on the list (unless maybe it is part of the tiers/ dependencies fix), but did the Rebel inability to capture the occupation victory planet after Truce Among Rogues is researched get fixed in this patch?
Sorry, accidentally hit "reply" again not realizing my post had already posted!
Some kind of message on the victory screen as to what caused the win would be nice. (IE: Victory: Enemy Surrendered)
I agree, the pirates need something a bit more impressive. A unique capital ship would be great. A pirate starbase would also be an interesting challenge. The idea of a scaled pirate system rather than simply "on/off" for active would be interesting if it didn't add too much complexity for the devs.
I was unimpressed with Ankylon (at least early on-- Lv1) I brought it with a decent fleet to hit the main pirate base and after shredding the pirate fleet figured with it's defensive capabilities I could park it in the middle of the pirate gauss cannons without worrying to much about it while I micro'd my Orskovs around to take out the gauss cannons from another direction. Very shortly the Ankylon was down to half life and I had to withdraw it.
This happened to me last night as well. I occupied the occupation victory planet, the timer appeared, then after a few minutes, it disappeared. I continued to play more than twice the amount of time the timer had originally shown, but still no victory was granted. (occupation victory was enabled).
The next game loaded ok. Although there is still some cursor lag and hangs right after loading up the saved game.
Just the one saved game.. I got frustrated (tried to load it 4 times several reboots to make sure it wasn't something to do with memory) so I didnt try to play it again. I'll start a new game tonight and see what happens.
I see several threads on minidumps caused by 1.04, but so far the only responses have been about loading previous version saved games. I started a new huge game on 1.04 and no problems after 4 hours of play. Saved the game to do some things around the house, now it minidumps less than a minute into loading the saved game. Are there any known workarounds? This has only happened to me since downloading 1.04.