[quote]I know from experience that phase stabs can be very costly if the player has allot of systems hes going to be spending a ton and I mean a ton of resources building the phase stabs required..[/quote] You aren't even reading anymore, you are just vaguely mashing that strange oblong board with clicky buttons in front of your monitor. You don't need 'allot' of systems to go RA, you need just your terran homeworld, an asteroid, and a volcanic world. In a team game you might as well
boxox
[quote]the civil path that takes you to RA also gives you massive economic techs - access to Enslaved Labour and Improved SalvagingNope.Imperial Research Labs by the numbers give you access to those research options, yes, but they are in two separate trees, with RA being in a third tree. You have to research them separately, for no progress on RA.Just wanted to clear up that little misconception. Boy, there sure are a lot of little misconceptions about the Vasari tech trees in these RA threads..
Key problems with RA: 1. it's all labs, not tech. Insurgency, Novaliths, Deliverance Engines, Pervasive Economy etc are made non-rushable by both the number of labs required and the time taken to research the preceding techs. The Kostura and Mass Transcendence are much easier to rush towards because they only need labs, and not preceding techs, but the Kostura also has an enormous setup cost per gun and MT is not as immediately useful in the 30-45min period (to say nothing of being st
The basic problem is that rather than staying, fighting, and - critically! - reinforcing, it acts as though every ship which starts the fight will be the total number of ships for the fight. Bollocks to that, if I'm slugging it out with a fleet then you can bet I've done it somewhere that suits me and have put up a couple of frigate factories on a nearby world. The AI is slightly less inclined to retreat in 1.03, but if we start out even, and I'm pouring on more ships, and it's losing
[quote]LOL IT K U DOS NO STANZ.[/quote] [img]http://img231.imageshack.us/img231/2290/appdetailboy2rt7.gif[/img]
Hi, I was wondering if anyone at Ironclad had time to work on something for Gamasutra's "post mortem of a game" segment? http://www.gamasutra.com/features/20060405/wardell_01.shtml Brad's PM for GCII was a good read, and I would be interested to know how you guys feel about the development process for Sins.
Bubb9, what would you consider 'fighting fire with fire' VS RA? Have you discovered an Advent or TEC strategy that allows unit production without micro, gives tier 5 units with no military labs, or gives income free from fleet upkeep effects with no trade network and no infrastructure? Please show your work.
[quote]boxox, NO IT DOES NOT. The problem went completely away after I inactivated the mod. Hopefully Bailknight can discover the source because in big later-game furballs, it's frustrating to have to save and reload to see what my forces are actually firing at.-- Retro[/quote] Yes, the bug is that ships appear and no weapon, hyperspace, impact, etc effects are generated. Here's the thing - I don't use BKs mod and it happens to me all the time. Last I read IC didn't know what was caus
The disappearing particles bug occurs in vanilla 1.03, be sure.
Bring the cap ship in first, wait for every rebel to target it and take up a firing position, and then bring your frigates in. Sometimes 1-2 rebel units will stop attacking the cap and attack your frigates after they come under fire from the frigates, but it's usually not enough to make a difference.
[quote]WWW LinkThe Vasari voices are perfectly fine. If you find them to be such a deterrent that you can't stand the race, then you simply need to grow up. Um, what?[/quote] He means that if you can't stand a voice from an actor famous for his work in the demanding 5-10y/o demographic, you should .. um. What?
Try setting the ship movement speed lower. The thing that seems to mess shit up for the AI is that while its top speed has a modifier applied when you change the 'ship speed' setting, the rotational speed of the ships is left unchanged. It's really appalling to watch on 'fast', especially when your ships are chasing a ship that is trying to jump. When the target stops, half of the time your interceptors will overshoot ... and then half of those will start a huge lazy turn THE OTHER
[quote]To everyone who is even now at this moment thinking of some snide reply: shut it.[/quote] Damn dude, I read all of that and all I can think of are two things: 1) you are very fat 2) you should have spent the time it took to write that out reading the thread
Here's the main issue I would take with your review: [img]http://img442.imageshack.us/img442/1411/areyousimplega5.jpg[/img]
Is there some way I can make a whole thread spoken by comic book guy?
I see a lot of writing there but all I read is 'waah waah waah'.
PDSmod for Homeworld 2 had an offshoot which tried a bunch of those ideas, and you're right, it's not fun to watch or play.
I can't imagine why you would still be having problems with the game crashing, after making such a huge number of informative posts on your hardware setup and the circumstances surrounding the crash. A high end computer, you say? At a particular point, you say? Why, I'm sure they'll get right on it.
Here's the thing. The AI is terrible at teaching you how to play the game. Other than not really being much good at anything, you get time to twiddle your thumbs and curse the lack of depth and building upgrades and whatever. You simply do not get time to wonder about that stuff when you play a human. If you think an area of the game is too simple or requires too little management, that is because you are supposed to be spending your time elsewhere in the game. It is an RTS at heart
Sounds excellent.
[quote]Translation: the "better" players relied on features which the developers have since changed to be more in line with their idea of what makes a fair, fun game.[/quote] C'mon, put more effort into it. Question their sexuality, mess up the grammar, make suggestions of bestiality. You only got two parts right to this, staying a million miles away from anything approaching a concrete example and implying the exact reverse of the cause of the problem.
Well, what they were useful for online was to break stalemates and to keep the front moving - once someone lost control of the space around a planet and if they'd had their fleet mauled defending it, a few extra siege frigates pounding it meant that they would not have time to build another fleet before you could take the planet. However, now that SFs are practically taken out of the equation, you might as well skip trying to take planets altogether until you've nursed a marza to l3 Raze Planet
Go to options > user inferface. Uncheck 'show cargo ship icons'.
Those look [B]incredible[/B]! Awesome work bailknight.
[quote]making loads of capital ships is by far the best strategy in SPI tried this in my first few games, and got my ass handed to me by an AI that built a mixed fleet. I don't know whats wrong with your AI, but mine definitely knows how to fight. While I am trying to destroy those siege units with my fighters, the AI's bombers are killing my fleet. They are a good distraction, but i agree they are a useless unit when they use so much fleet supply.[/quote] Now that we have a -700% PJI