Steve Mackay

Steve Mackay

Joined Member # 2601530
0 Posts 43 Replies 95 Reputation

The bug has been fixed in our internal build. We'll include it in a future public release. Unfortunately there is no work around for this bug in the meantime.

5 Replies 1,684 Views

You can actually almost get what you want in B) by changing two values in the gameplay.constants file: InCombatHullRegenerationPenalty 0.5 considerBeingDamagedTime 10.0 Setting the first to 1.0 will give an in combat hull regeneration penalty of 100%, or no repairing in other words. Bear in mind that in addition to a duration since last damaged (as controlled by the second value), entities are considered in combat if they have any weapons that are cooling down, so ships

165 Replies 168,421 Views

Off the top of my head, the algorithm that determines which planets are included in the longest route have any tie breaking criteria when comparing routes with equal numbers of jumps. Length of the phase lanes is not a factor in the algorithm in any way. In regular Sins it includes uncolonizable nodes since players would be unfairly limited by the map with respect to how long a longest route they could make. So given all that, the route through the asteroid field is equally as long as the one

8 Replies 2,148 Views

Channeling means that the ship cannot do anything else while the ability is active. Issuing move or attack orders to that unit while it is channeling the ability will cause the ability to turn off. Interruptable means that certain other abilities, when used against this ship, can force the ability to turn off. Most abilities that disable abilities or their target in general act as interrupts. Examples of such abilities would be Magnetize, Reverie, Suppression, Distortio

1 Replies 1,190 Views

[quote] -------------------------------------------------------------------------- Gameplay / Balance: --------------------------------------------------------------------------- -Changed pirate raid target selection so that it is guaranteed to always pick from among the players with the most bounty on them. Could you clarify this?[/quote] Before the fix, some changes in players' bounty that resulted in a tie for highest bounty didn'

44 Replies 37,309 Views

We're hoping to post a separate download for a sync-logging executable within the next couple days. An announcement will be made when it's ready.

2 Replies 894 Views

Can you link a recorded game of the behavior that you're describing nightwraith? It's difficult to infer what the problem may be from what sounds to be a complex situation.

5 Replies 3,262 Views

Hi Semaz, Which version of the game were you experiencing the artifact problems with? We have been unable to recreate the behavior you describe in our internal v1.095 build. A bug used to exist with the map where 2 of the 6 start positions did not have the artifact, but this was fixed for v1.05. Can you please provide more information?

5 Replies 12,367 Views

Assailants get a Charged Missile ability through research, which bounces pulse beams between adjacent enemies of the one they are attacking. Judging from the Vasari fleet in your screenshot that seems to explain what you saw.

1 Replies 906 Views

Hi all, Thanks for pointing out this obscure bug. A fix has already been devised and is being tested. It should be made public in the beta update scheduled for next week. Other channeling abilities that should end when the target's ownership becomes either friendly, neutral or hostile relative to the channeler have been fixed as appropriate as well.

10 Replies 2,453 Views

I want to point out that carriers were essentially 'made bigger' from a gameplay perspective. This means that while they will carry more squadrons, and are quite a bit sturdier, they are significantly more expensive in resources, fleet supply and build time than their v1.05 counterparts. I can't recall the exact changes, but they should be about 10-20% cheaper on a per squadron basis compared to 1.05. I've also seen quite a few comments questioning the Carrier capital ship's role now t

17 Replies 20,597 Views

To answer some questions about the patch content: 1)"Maximum number of buildable capital ship types per race increased from 5 to 9." We have not added any new capital ships to the game, we simply improved the underlying UI code to be flexible enough to support up to 9 capital ships. This change was primarily made for the modders' benefit for the time being. 2)"Abilities can now require resources to be used instead of antimatter." All this means is that it is n

574 Replies 1,724,179 Views

Phase Missile Swarm fires a single volley of missiles at a relatively low number of targets, doing fairly high damage to each of them. Missile Barrage fires many volleys one after the other at all enemy targets within a large range. Each volley individually does low damage, but the high number of volleys makes the total possible damage per target for the ability very high. The capital ship using Missile Barrage must remain stationary until all volleys are fired. Neither ability

8 Replies 38,010 Views

You're correct that buff finish conditions are OR'd together. There currently are no plans to implement other logical operators for combining finish conditions, as it would be a significant amount of work to revise the code and all the buffs to reflect this possibility.

3 Replies 5,548 Views

A few points: - Changes to malice were necessary to improve its impact on runtime performance in large battles; the large volume of weapons fire made it too computationally expensive to spread damage each time any of the dozens of affected targets received damage. The ability is functioning as intended in its redesign, although a bug that reduces its damage potential caused by multiple Progenitors staggering their use of malice has been identified. This will be fixed in the 1.1 patch.<b

12 Replies 53,688 Views

The percentage refers to a previous implementation of the travel line system where which planets you could travel to was limited by range rather than by explicit connections. We had intended to allow players open up new connections between planets with this research subject, although some technical and gameplay issues ruled it out for the time being. That being said, the idea's potential is something we are still investigating.

6 Replies 4,379 Views