Played a game with Ron tonight. During his final assault on my homeworld I had 4 frig factories churning out ships. When he destroyed one of them the ship that it had been in the process of building seemed to remain... but when I tried to mouseover it to check it out things got real ugly. Game froze like it often does with the string not found errors but no error box showed up. I fumbled around a bit and hit enter a few times before I finally saw an error dialog. It said "Entity ref no
WedgeHG
[quote]I won't culture spam, either One tower per planet unless I'm getting spammed.[/quote] But then Ron defines "spam" as "more than one, anywhere in the empire." :P
lol "Why aren't my sentinels bombing the planet??"
[quote]2) Fighters , should be given low priority for bandboxing. the problem is that it is very hard to band box your frigs whilst your fighters are wizzing around. Often what happens is a few fighters get caught in your bandbox and they start attacking the frigs targets rather then continue chasing bombers. Lets have it like Supcom where you can bandbox engineers , but if theres a combat unit in the box , the bandbox wont box the engineers , only the combat units. Same for the fighters.[/quote
[quote] It like the effect, it simulates an out of control ship very well. [/quote] Yea, it makes sense. The only thing against it is that if the enemy ship is running away from you in a straight line (such as when retreating) then hitting him with the ion bolt does little or nothing to impede his progress towards the edge of the grav well so that he can jump... of course it can help keep him from jumping at that point... but it just doesn't feel
[quote]The action/reaction thing from the ship's engines exists entirely in the phased-out section of space. In the real physical we're-/really/-over-here universe, the thrust isn't happening. [/quote] ... Yea that. I agree with what sqrl dude said, the ships that get hit with the ion bolt keep moving (and should) because of Newtons first law of motion. Since there is negligible drag in space the ship should just continue moving/rotating exactly as it was before it got hit.
I think they mentioned that the preorder people will be getting the collectors edition or whatever it's called if they selected to get the boxed version in edition to the download... but I'm not sure if that is only for people who preordered before anyone knew that there would be a collectors edition or if it was for all preorder people.
It's even more than that. It'll extend the line all the way across the action grid (or whatever it's called) so that the line extends to the edge of the UI. It won't be solid - some parts will not have the yellow bar. Here's some VERY bad ascii "art" to illistrate: This is a button: ___ [U]|.... |[/U] And the line on top would be like this (Pretend the periods are blank spots): ___........___.....__.......____________________________ Get it? Didn't
[quote] forcing the enemy to stop and engage your (heavily defended) PJI if he wants to go on. I think there's the problem... these guys don't defend their PJI's [/quote] You mean they don't defend themselves? :SURPRISED:
Aww, but I like the name Kharak's Cross better :P I've got a couple of minor graphical issues: If the Vasari Evacuater is too close to a planet when it uses it's Drain Planet ability the big cone of death goes inside of the planet. This is especially noticeable on asteroids when the green tornado sticks right through the asteroid and the wide part is sticking out the other end. I can provide screenshots if needbe. When purchasing level ups for cap ships the yellow prog
[quote]If i use the tactical slots for another group of gauss cannons then it doesn't matter if they et slowed down or not because the damamge the take going through the line is large enough that by the time the hit thier desired destination they are seriously cut down in strength. What would you rather have, more guns or something that slows you down?[/quote] The difference is that without PJI's they can simply go around your defenses and attack the planet behind it. Of course fighters
If it works under XP it ought to work under 2000... But like Blair said, no guarantees.
In-game you just press enter to chat. From there you can press TAB to cycle around the different people you can whisper to (all, allies, specific player).
[quote]i know one who does [/quote] Yea, I [B]hate[/B] that guy. [img]http://www.honorguardonline.com/forums/images/smiles/cussing.gif[/img] :P
[quote]A lot of the signups aren't those 'experienced meatgrinders' you refer to[/quote] Yea, there are quite a few hopeless noobs such as myself :P
[quote]I don't like how the cursor moves away from a selected/centrally focused object when rotating the camera. I expect it to stay on the object in the center because it can sometimes reach the edge of the screen when you stop which then asks the UI to scroll the view in that direction when you 9/10 wouldn't have chosen to do that as your next command.[/quote] I'd like to second that. Quite irritating to me as well.
Yea, I got your meaning. I just wanted to make it clear to some of the other people that there are still phase lanes... you just can't see them anymore and there is now a line from each star to every other star.
I don't think that it is so much that stars are "unlinked" as it is that they are just fully meshed with each other and the phase lines are invisible. In previous betas you could see the phase lines between them and see the culture spreading along those lines. It should be noted that ships travel faster in inter-steller space than they do inside of solar systems - when traveling between stars and they pass the edge of the solar system you can notice that they speed up tremendously. They
There is a scuttle button (mapped to 'H' I believe). You select a structure and then click on the little red bar at the bottom-center of the UI. The TEC also have a "probe" ability that can be researched for their scout frigate. This ability plants "remote sensors" at a planet and grants vision of it for a period of time after your scout has left the planet.
Let me see if I'm understanding: Fleet points generated by planets would remain as it is currently. Basically you're introducing "crews" for frigates and cruisers like we currently have for cap ships - To build a ship requires both fleet points and a crew.
I'm pretty sure that this has been mentioned in previous phases of the betas but since it is still an issue I think it bears repeating: When a capship is set to "hold position" and you right click on a hostile planet, instead of bombing it, the ship will translate that as a move order: "move to planet." This is pretty irritating when you forget that a ship is set to hold position and you want it to bomb that planet.
[quote]2) People will just play the map to death to figure out every nook and cranny, how long it takes to get from one point to another, yadda yadda. We don't want a winner who won because he knew the x,y,z coordinates of every other homeworld from having practiced that map 30 times prior, we want a winner who knows the game and can be thrown into any situation and adapt.[/quote] Good point however with surprise maps you can still end up with a winner of this type who just happened to
[quote]Can i wait a year, cause then it will be more like 50 cents [/quote] Ouch No offense to Ron or his generous offer but I'd prefer to see the tourney played on maps that come with the game for several reasons. 1. It will minimize any potential hassle with downloading custom maps. 2. Keeps us testing the included game material which the devs need feedback on. No offense to the map makers but their maps are
Supposedly the computer just plays more competently on the harder settings. It doesn't cheat in any way, shape, or form.
Yes, and often it doesn't take much of a delay to turn a successful retreat into a disastrous loss of a cap ship. In our case I could very conceivably have killed his flagship by just dumping obstacles in its path. Was sooo tempted to keep doing it, Ronny but I behaved myself. Seriously though, something needs to be done about the 0% structures. THEY DON'T EXIST!! So they shouldn't be targetable, shouldn't interfere with ship