Mazuo

Mazuo

Joined Member # 2875252
13 Posts 575 Replies 446 Reputation

Hmm, I have to admit I like this a lot. A request for surrender makes sense as they can leave the AI to still be a little cowardly so it accepts when people just want to stop bludgeoning a finished enemy. On the other hand, for those that want to crush every AI object in existence, they'll never surrender on their own.

15 Replies 31,070 Views

[quote]I'm not sure how Impulse works, however. I bought the retail version of the game, apparently it doesn;t come with any copy protection when on disk and doesn't need impluse.[/quote] Whether you buy the retail box or download the game through Impulse, patching is still handled through Impulse. So you'll need it to update. [quote]Can I register that with Impulse, then pay for Entrenchment, then download it?[/quote] Yes. [quote]Can I backup Entrenchmen

11 Replies 20,979 Views

Loaded up my saved game to read the infocard again just to be sure. They mean that ships produced from factories in that gravwell and structures under construction are quickened. Strikecraft other than the Sova's are not. I'd rather see it not help frigate, cruiser or structure construction and instead provide the instant strikecraft construction to all ships within a certain range. Probably all within the gravwell, but I'm not sure how badly that would imbalance thi

4 Replies 13,280 Views

No idea. I hadn't played in a long time, so perhaps this was added before Entrenchment, but it's new to me. Pirates no longer take the same route every single time they're coming to attack you. I setup the world closest to theirs with heavy mines and defenses only for them to decide to take the long way around and hit a much less defended world. Fluke or actual AI change, I like it a lot. One odd AI change is I find they create a ton of scouts to clear mines.&n

22 Replies 28,906 Views

Only thing similar I've had happen was in a game against a Vasari AI. After a massive incursion of their forces, I had defeated all of them with static defenses except for 8-10 carriers. I think because I rebuilt mines on the phase exit out of the system, they decided to just stay still and not move at all for a long period of time. They kept rebuilding fighters, and because I only had a handful of fighter squads myself left to dispose of them, they just sat there i

5 Replies 3,242 Views

Happy to say I couldn't disagree with you more Pale Rider. Ironclad and Stardock may have their faults like anyone else, but through this forum I've had far more contact with both than I've ever seen from any other developers/publishers. I can't think of many other instances where I can report a bug on a forum and have a developer of the game check back with me for more info or confirm he's fixed it, usually quite promptly. My only suggestion would be that IC/SD go ahead a

11 Replies 23,347 Views

1.15 Changelog [quote]-[1.15.048 refresh] Updated French and German string files for character encoding issue -All maps updated to version 3. -Fix crash when downloaded or custom maps are in the default Galaxy directory. -Fixed crash when trying to select custom maps. -Fixed in-game Map Designer from crashing. -Ships taken over with the Rapture's Domination ability now properly leave fleets they are in and join the Rapture's fleet if it is in one. <

83 Replies 115,923 Views

Well damn. My jaw dropped again seeing Bail's work through Annatar's repackaging. You know what I was shocked by? Starbase weapons like the lasers and missiles actually are updated to look like their ship versions. I didn't think that would happen at all. I'm sure weapon types that didn't exist like the disintegrator and those Advent blue orbs won't be affected, but they already look pretty damn good. While I'm posting Annatar, the only oddity I've thus f

770 Replies 2,171,870 Views

Yeah, I tried out playing Advent the other night for a change of pace and was shocked by the beam cannon research. Not only do they look cooler afterwards, but they're far more powerful. Shield bestowal makes them durable beyond belief.

9 Replies 3,257 Views

Does the game even run on Linux? If not, which I assume is the case, why on God's green Earth would you not have IE7 installed? Sure, use Firefox or something else 99% of the time, but you still have to update Windows and occasionally certain websites only like it. But yeah, topic post is hilarious. 'I pirate by making huge downloads with torrent programs that I installed and configured because Impulse is too hard to download and configure.' [e digicons]:dur:[

269 Replies 962,162 Views

Thanks Annatar. I figure I'll give it a whirl and see how it looks since I haven't played with it in a long time. Honestly though, aside from some of the Vasari's weapon effect improvements that I'll probably miss, I've actually started enjoying the better explosion effects and the starbase weapons just in the main game. Oh well, let's see if using the mod changes my mind again and makes me love it all over again.

770 Replies 2,171,870 Views

I avoided this by updating Sins to 1.15, creating an archive, and then uninstalling Entrenchment. The beta version seems to require that all the original Sins files get wiped as well since during the beta they were not entirely separate programs. As for your extra downloading, I don't think you have any other option if you didn't backup before uninstalling.

7 Replies 17,469 Views

[quote]I don't know what games you play that always screw up your saved files but I've never had this issue.[/quote] I'm sorry you're distraught. Off the top of my head, I can't just list games that have exhibited this same behavior, but I'm positive I've dealt with this issue numerous times in the past. When you're overhauling the core gameplay files, you can't expect an old save to understand the new architecture. This isn't unique to Ironclad.

41 Replies 139,784 Views

I believe every patch has been incompatible with previous game saves. This is common to most games. If you're worried about that in the future, you can archive whatever version you wish by using Impulse. Then just uninstall the current version and restore your archive. Edit: Curse you Annatar for beating me yet again. *shake fist*

41 Replies 139,784 Views

[quote]the subspace drives were the sub-FTL movement drives for in-system travel[/quote] Warp drives used subspace bubbles to have a ship travel at speeds that were physically impossible in normal space. That's what I was referring to. In-system travel was done by these: http://memory-alpha.org/en/wiki/Impulse_drive<

11 Replies 3,307 Views

I never really liked the idea of it. We have disabling abilities and I think some ship with a slow already and plus I wasn't a big fan of the fluff description of it. Ships in gravwells aren't really manipulating subspace, but instead just using conventional chemical or ion drives, so some sort of subspace inhibitor seems silly from how I understand it.

11 Replies 3,307 Views