Here's a clue about wormholes: Stop thinking of them as BACK doors! If you come across a gravwell with a lane to an enemy world, you treat it as the "front line", and either secure your gravwell or advance to secure the gravwell on the other side. What makes wormholes any different? Either secure your side of the wormhole, secure the other side of the wormhole, travel through the wormhole and secure the connected enemy territories, or all three. It's really no
Rhedd_V
That fixed the problem perfectly! Thanks, Annatar!
Thank you. That sounds like a likely problem. Having checked, my mod does indeed have subfolders, and just glancing at them, it seems that all the particles that are not in subfolders are the ones that are working, like phase space jump effects. I'll move them all into the root folder and see if that fixed the problem. Thanks!
So I use a relatively simple, purely visual mod made up of things I'd collected from other people's wonderful work. It's mostly the visual-only parts of Bailknight's FX mod, with some new shield effects and planet textures thrown in. It worked great during Entrenchment beta, and I even had luck making some new effects for the starbases, since they looked pretty puny next to the Bailknight guns. Now that Entrenchment has been released, I did a complete re-install, and now
That seems to have fixed the problem. Thanks!
Since downloading the most recent beta update, I'm missing a number of icons, such as the zoomed-out icon for space stations, the UI button for upgrading stations, and the UI button for building a starbase construction ship, as well as others that I don't remember exactly. I had all of these graphics before the latest update, but not now. I looked, but I couldn't find out if this was a known bug. Is it, or is there some problem with my personal install?
I completely agree. I miss games where you won because you could think , not because you could click really fast. At the risk of sounding insulting, I really do think that RTSs get faster and faster because it's easier for your average ADD gamer to develop ungodly "clicks per minute" skills than it is to use their brain and win by outsmarting their opponent, not out-spamming him. Myth II was one of the best games I've ever played. Closest thing to it I think would be M
Sounds great! I only hope that the AI knows about this new station warp disruptor thingy, and doesn't just ignore the station and jump its fleets into certain doom, constantly.
Why do we need it? Because it should be the only ship in the whole game that out-ranges the insanely long weapon ranges of a starbase. Why do we need it with the starbase ranges being as short or shorter than a standard turret, and a lot shorter than any LRM frigate? We don't. Can you guess how I'd make the torpedo cruisers useful? ^_^
Heheh. I didn't mean it like that. I was joking about the sun's surface activity slowing down over time. Sounds like a good sign of impending doom, if you ask me. ^_^ It wasn't a sarcastic comment on the severity of the problem. ^_^ It annoys me, too. MERRY CHRISTMAS!
[quote who="Frogboy" reply="5" id="1990891"]I am not sure what information or "Feedback" you're looking for. Entrenchment is in beta. We're reading what people are posting over the holidays and then when everyone gets back we'll be deciding what to do with this feedback.[/quote]Speaking for myself, you just gave the sort of feedback I'd like. ^_^ You're letting people play over the holidays, and then implementing changes based on that period. Cool. Just knowing what s
[quote who="wbino" reply="3" id="1991268"]Someone stated that a starbase could chase a scout to the other side of a well, THEN you warp in with your fleet. I havent tried it yet, but I bet you can exploit the ai that way. Starbases just need across the well range. Or if thats not tech possible, how about when you build a starbase its actually a pair of bases your buying one for each side of the well. One half would have to compliment the other or it would be just like having two bases in the
So many obvious things that need fixing, and still people come up with crazy-assed stuff to fix problems that don't exist. Let's see... We make starbases phase-jump, take up cap slots, and move, and we get... yeah. Like Sole Soul said, capitol ships. Yay. Can we just focus on making starbases at least useful enough to protect one orbital facility, or golly, maybe even a planet, and cut down on the insane mine spam? Then maybe we can start breaking things that are work
Properly done, starbases should have insane range, and the only thing in the game to out-range them should be the torpedo cruisers. Then everything would be useful.
I quite like the idea of making mines 2-3 times more powerful, and then have every race lay 1/2 to 1/3 as many. They'd still need some other work, because that wouldn't solve the whole problem, but it's an interesting start.
See, I'd think "ASF" was a fine name for them, except... well... they aren't frigates. :P They're cruisers, you know.
We're all gonna DIEEE!! ^_^ I've noticed that too, but never noticed it was because of time. Thought it was always an effect of loading a saved game.
So we should all suffer because you- in your own words- have an intellect akin to a dog that does tricks when a bell is rung? Yeah, thanks. Might I submit a counter-suggestion? Learn to use the interface. :P
[quote who="Lord_Dark_Cloud" reply="8" id="1987169"]I just don't seem to be having the troubles you seem to be having. I also have over 800 hours in game.[/quote]How jolly for you. Game != Beta I've played the game a bazillion hours, myself. Entrenchment isn't the same. At all.
[quote who="Lord_Dark_Cloud" reply="4" id="1987083"]Wow you guys must be having a hard time of it. There is the fuction of flt attack range i.e. grav well, close, and hold position. That close option is your friend. You might have one or two ships stray. Especially if you're trying to retreat. There is also 3 options for how far ships in a flt will go from the flt leader. Use em. On a personal note. You guys need to chill, take a deep breath. Try to look at thing
I was honestly wondering why nobody had mentioned this yet, because if people DID commonly use the Z axis, it would render mines 100% ineffective. TEC mines, at least, since there's no way to build them anywhere but on the ecliptic plane. I expect people playing "hardcore" multiplayer are going to learn to use the Z axis every time they see a TEC minefield. The only real problem I find with the Z control is that every time you issue a new move order, it defaults back to zero e
[quote who="shfir" reply="3" id="1985369"]All of you sit down and play a decently-long game as all three races before you go and try to give suggestions. The game plays very differently from the viewpoints of the different races, so make sure you know what you're talking about before you start talking.[/quote]Amen! I get so tired of hearing everyone say that mine's aren't too bad, since they cost 1000 credits, and they just need to take tactical slots. Great... for the TEC. Wh
Your computer was busy crying over the insanity of allowing 3000 mines in a game, that's why it slowed down.
A lot has been said already about the weapon range on starbases, and I agree that there should be a huge increase in it, preferably covering half or more of an average gravwell, but it just struck me what the absolute minimum range should be. The minimum reasonable range for a starbase should be long enough that another building, say a lab, or a hangar, or a refinery, can be placed next to the starbase, and the starbase can hit any ship (other than the new torpedo cr
It says they can't destroy the colony, either. I take that to mean that although they can bomb it down to zero, it won't actually die until the starbase dies.