Nope, see below, Anna had it: [I]Annatar11 Member No.2,632,777 Karma+73 OnlineAugust 18, 2008 08:07:32 That's in one of the option tabs too, called something like "Show mesh colors" [/I]
PurplePaladin
Thanks Annatar! Now I have purple striped Advent again. Boy, those colors sure do make the look of the ships for me (Varasi got'a be red. . .)
Another color question: Is it just me, or my computer, or is there no longer any player colors on the ships themselves in the beta? I could have sworn the Advent ships looked great with my purple player color highlights???
If you make Flak do more damage to bombers, we'll be back to 1.5, where flak is everywhere, and there is no need for fighters again. If Flak did more damage to fighters, then you would need both fighters (to destroy bombers) AND Flak (to destroy fighters); a mixed fleet and combined arms. Of course Flak should damage bombers too; it just should'nt out-do the fighers; and if Flak was able to have a chance to shoot down some the the missles from LRM frigs, I'd sure as heck have t
Yes, I played a 1v1 against the AI last night, and carriers are expencive, and 20 cap to boot. But still, Flak I made to help counter the AI's SC seemd to do nothing, I eventually just stopped making it.
Same thoughts here Cpt, if flack killed fighters (not bombers), it seems like an almost perfect play-balence. Has anyone heard from the Devs on the beta imput? I don't read all the boards, but with all the imput everyone is giving them, I thought they would have left some message somewhere about new beta changes. I thought for sure they'd have a quick-fix for the fighter/bomber scuttle bug by now at least. They must be busy with Impulse I guess.
Yes, zoomed in, or zoomed out, you can turn both colored skyboxes on/off. Anybody else notice that the player colors don't appear on ships in the beta? With the skyboxes off, it's difficult to make out the ships. Who knew that bit-o-color on each ship made so much difference.
I'd like to hear the music outside the game too; and maybe put in some of my own. Guess I'll look for a .00g player too.
2 home (3 if you count my laptop), and the one at work, so 4 I guess. That's the reason I'm having sure a spaz with DRM and Registering, cause not only do I have a different email address for each, but I'm always upgrading, and reformating, and the new copy protection always thinks It's a "new computer", and I can't play the game. I still have those big O'l "tube" monitors on my desktops, so I'm envious of all those flatscreens.
How is this going over MP since the beta? Anyone play MP and see carrier spam now? Perhaps just "some" buffing of the Flak ship to deal with fighters (if it's too good at killing bombers, eveyone will just make Flak instead of fighters, and we're back to square one). After that, it seems to me there will be a lot more balanced fleets out there and more combined arms. . .
That sure would be great if they did. I'd love if they'd take it one step further, and make it so it auto builds "replacement" ships. Just think, I've got a fleet of 10 of each ship type; a couple get destroyed, and the factories just start automatically making "refills".
I don't think I really minded too much before 1.09, but now that you need to build lots of carriers, it takes like 10 times the clicks. Obviously, it would be have been hard for the Devs/Playtesters to have forseen this when all you had to worry about usually was Cap Ship's SC.
I wrote a simular post last week. With 1.1, and Fighters/Bombers/Cruisers being as important as most other ships now, having to micromanage them (in addition to all your Handgers defences), is a monotonous task that really breaks the flow of the game. Even with the grouped button for them in the bottom right, you still have to do it with each and every carrier/hanger you make for the entire game. :p A friend of mine got Sins last week for his Birthday, and about his only complaint s
In my Effect Settings, most things are set to high or highest, but "Ship/Building Bump" are set to lowest. What is "Bump" please, and does it really effect performance that much?
The first message about this Mod was over 6 months ago. Still no release?
In our Lan games, I use 1 Marza, 5 Flak, 5 Carriers (all fighters). Hanger Def are little problem with the Flak/Fighters, and the Marza can take out key buildings, and bombard planets. Your opponent absoulutly must make/move some kind of counter force to deal with it. I send the above to an ememies rear planets if I see him comming in with a superior force at my front lines; they pull back 90% of the time. . .
Mine was on the CD folder (that the DVD was in). Try there.
I don't want a turtle game either, but, Sins "is" filled about 1/4rth what Tactical stuff you can build around a planet. Problem is, most people say "never build that".
The AI had TONS of strike-craft against me too, but I'm wondering if this is because of the SC scuttle bug; the AI changes SC types, and get's double perhaps. I sure wish there was an "auto-build" toggle for SC, cause now with 1.09, it's mega-tedious to keep telling each and every carrier "fighter-bomber". Flak is useless now (see the post talking about it); put 20 in my fleet, SC still creamed me. If flak would be great against fighters, and fighters great vs bombers, that might help
If Fighters only did "below average" damage to other fighters, but great damage to bombers, and Flak did great damage to fighters (and/or had longer range), then I think it would be a pretty good recipie in Sins to encourage mixed fleets: Flak > Fighters > Bombers and Bombers take out caps and cruisers maybe. LF eat Flak, Cruisers eat LF.
Well, it is "kind'a" a beta topic, since Hanger defences have more teeth now. But the turrets :/ I still wish they had something like double the range, but half the firepower. Whenever there is a unit everyone says "you should never build/buy that", then some kind of balence is off. They really buffed the Jump Inhibitors the last patch or two, so they are worth it to get sometimes I think; the AI used them on me all 3 games in 1.09, and it really shocked me (and worked too, as they h
I had the same problem, but luckily, I figured it out before a make a forum post ;)
Is it possible that the AI is accidently doing this? My first two games with 1.o9 the AI seemed to WAY more fighters/bombers than his cap would have allowed; I just could not keep up. . . ?
I'm surprised we've not heard a peep from the devs about this. Or did they reply in another thread?
I KNOW I can grab an entire group and tell the units what SC to make. But still, like my last game, I had 15 Carriers, 5 Hangers, 5 Cap ships, and that meant I had to go in and literally click fighter/bomber FIFTY times :( God help you if your Advent, that's 70+ times! And I was building new carriers the entire game, and with each carrier that is made during the game, you have to go back and set the SC every [I]blinking[/I] time. The AI already "auto builds" it's SC choices