1024x768 has been a standard for a lot of things for years. I don't see it getting any smaller. The only notebooks that run lower than 1024x768 are "netbooks" which aren't even designed for gaming and are less than optimal for such.
FalseMyrmidon
Not sure but I think Sins is DirectX so probably not. Doesn't work in WINE?
I'm fine with Siege Frigates being made out of paper but the one thing they do well and they currently suck at sieging planets compared to getting the siege cap ship, they're also way too expensive. I thought they were borderline unusable in 1.02 and then this.
Sex, Drugs and Rock and Roll.
These forums are pretty terrible.
16 is really overkill. Condense them down into a single post or something. Hell, one of them is the 1.02 changelog and we're on 03 now.
Yes, it works. I've seen it done quite well in 1.02 even.
Hi Brindle, Embargo rush isn't too good. Learn to scout and if you see it coming then counter it with heavy military and a good military cap ship. The Sova is a terrible choice early game for anything but embargo and if you go heavy military you'll easily kill him/force him to retreat and then he'll be stuck with a nearly useless Sova. PS I Sova rushed you or one of your allies on Foreign Invasion.
Worked fine in 1.02 and before that (even in beta) but now I get a minidump whenever I start the game before I can even see the startup movie or anything else.
I agree BigDogBigFeet, I'd like to see a universal 60 minute ceasefire forced on all games to get rid of this BS rushing. Rushing is not strategy and takes no skill. Everyone needs AT LEAST 60 minutes (maybe even 2 to 3 hours) to sit back and build up their planets, fleet and empire before conflict even becomes an option.
He's talking about a premade map the comes with the game, it's not random. And I agree 100% and I've noticed the same thing on that map specifically. Also for some reason 1 system doesn't have ANY pirates in which is extremely unfair.
What do you know, LRMs are good against everything.
[quote]being able to change speed in game.And some kind of Mp pause.Not everyone plays random people online and obvisouly could have this as an option for hosts to turn off. But some people play people they know where pausing would be acceptable and generally wanted ..[/quote] Try pushing the Pause key on your keyboard.
[quote]Thanks for the information Deadly Shoe. That helps.It still underlines the issue though that shield mitigation could use some adjusting. I'm just not sure about the linear "shieldAbsorbGrowthPerDamage 0.001" being the best way to implement the idea. It still may work better if its non-linear and/or was definitely more than 10 damage = 1% growth of shield mitigation. A higher damage amount per percent and/or non-linear progression would seem to encourage alternating targets more or spreadi
Will this work on ICO?
Whinge? I'm not familiar with this word, please define it for me.
Part of the thing that makes them overpowered is their duplicate ability since it ends up meaning that half the time you're not doing any damage so it works out to about an additional 50% damage reduction.
I honestly don't use the Empire tree that much. A lot of people seem to think it's the best thing since sliced bread though so :shrug:.
Usually I'll do 2 repair towers, 2 hangars and the rest turrets. I'll position it in a semicircle around the front of the planet (whichever side I determine to be the "front") and cluster all of the important logistics structures over there amongst the turrets and repair centers. This protects about half of the planet from siege attacks and all of the logistics structures except the relatively cheap mining things (I forgot their name). It also turns pirates into nothing more than a nuisance (
[quote]It seems weird to me to have shield mitigation *and* armor mitigation.Some poor soul using an anti-heavy weapon on the hull of a well positioned advent capital ship would only do:50% (Anti-heavy vs cap)*20% (amount that makes it through shield mitigation)*60% (amount that makes it through hull mitigation)=6% of base damage[/quote] I believe shield mitigation only applies to damage being done to the shields and armor only applies to damage being done to the hull. At least
[quote] but you still like them more then other races! The whole point is that rather then have balanced units and techs (aka, the exact same with a different name and graphics, which sucks) Sins actually have completely different units, teches, costs, etc... but OVERALL the game is balanced... Sure their units cost more, but they get dark armada later on and so on... And unlike the tec's colonizer capital bonus of +0/1/2 free metal/crystal extractors...
I like Vasari better than the other races but if you look at the stats on their ships they're disproportionately more expensive both in terms of credits, metal and crystal but also pop cap compared to their counterparts. Case in point: Heavy Cruisers: [link]http://roe.totalgamingnetwork.com/wiki/index.php/Sins_of_a_Solar_Empire/Heavy[/link] [b]Total Health (shield + hull)[/b] 1650 TEC - Kodiak Heavy Cruiser 1600 Advent - Destra Crusader 1880 Vasari - Skarovas E
That's too bad that they haven't said. They've been pretty open about how the rest of the game works so it's not a "magic blackbox" type of thing so maybe they'll tell us if they see this post.
This looks great, can't wait for it to be released.