Rhedd_V

Rhedd_V

Joined Member # 3046059
4 Posts 217 Replies 333 Reputation

They fly through resource asteroids all the time, in normal Sins. Suns , too, for that matter! ^_^ What's worse is that every Advent trade ship flys straight through the starbase when it docks. It seriously ruins the ambiance. Ship pathfinding is one thing I really wish they'd fix, in general. Watching ships in Homeworld used to be like watching ballet. It was epic. Sins ships, however, bounce off of each other, fly through each other, clump up, and accelerate/

13 Replies 8,385 Views

Sadly, while I'd like to be 100% positive, I don't agree quite yet . Entrenchment is on the right track, to be sure, but so far, it's not doing it for me. The range on starbases is as short as an old-fashioned turret, which I've thought was uselessly short since I first played the game. I have no confidence in them, as I've seen one of my planets get bombed to hell by pirates , just because they chased a cargo ship to the far side of the planet from the starbas

4 Replies 2,250 Views

[quote who="Aaron Moore" reply="10" id="1982239"]My nephew had simular issues and what we ended up doing was unistalling everything and deleting all the directories associated with sins, stardock including impulse, ironclad, and the stardock, ironclad folders in the local settings folder as well. Then re-install Impulse, SINS and everything worked just fine. [/quote]Because one of the hundreds of files you deleted happened to be the one single file you really needed to delete Tru

17 Replies 11,012 Views

Yeah, and orbiting starbases would sure make planning defenses a bit tricky, since you could build one right next to your trade port and hangars, and by the time the enemy attacks, it could be on the other side of the planet! ^_^ It would only even begin to work if the starbase had a huge range (which it needs, in any case), and if it could shoot that far, then it wouldn't really matter whether or not it orbited, anyway. Nice idea in theory, but way too many impracticalities.<

53 Replies 157,070 Views

I think the Vasari base looks AWESOME, and I love the way it fires. Who can complain about giant purple lightning? And the ripple effect of the firing phase missiles is awesome! Pure gold. I need to mess with this more, personally, so I don't know for sure, but it seems from other reports that there's a problem with the Advent weapon upgrades working/showing properly. Maybe they look cooler when everything works. ^_^ On a side note, after I reloaded a saved game

9 Replies 1,654 Views

I never thought of it, but I totally agree with the heavy constructor being built from a capital ship factory. Awesome idea. I also agree with the cheap, but very slow to build basic starbase hull which is then rather weak until it's upgraded with expensive but not so slow upgrades. I'd hate to disagree with The Frog, and luckily I don't, but while it's all well and good to make TEC mines take tactical slots (they bloody well should!), they aren't really the problem, since the

32 Replies 25,791 Views

I'm not so sad at the loss of cost as I am at the loss of these "bonuses" you get for building a base near a sun, or in a magnetic cloud, or around a gas giant, etc. That sounds like it would've been fun.

19 Replies 14,068 Views

[quote who="DarkSide73" reply="4" id="1980451"]I don't agree - you should have as many mines as you can afford place [/quote]Did you fail to read my post where I said two-out-of-three races place mines for FREE, or have you yet to play the game enough to get completely fed up with trying to clean up a few thousand mines every time you enter a gravwell?

32 Replies 25,791 Views

[quote who="Annatar11" reply="10" id="1980357"]But the issue of range becomes that you can then sneak one into an enemy grav well, base it right at the edge, and have it reach the inner ring. I'm not against a slight range increase, but it sounds like you're aiming for something more drastic A drastic change to range would make it easier to defend neutrals/friendlies, but it'd break 'balance' on offensively used bases, which is why I called it a quick but not really the best fix[/

47 Replies 12,348 Views

[quote who="Annatar11" reply="6" id="1979849"]Yeah, I emailed a dump of this to support last night and got a reply back that they're able to reproduce it and it'll be fixed. They don't know when the next beta update will be, but for now just don't try to do it with a mixed selection of ships [/quote]Rockin'.

8 Replies 10,371 Views

The problem comes from having some ships in a fleet that can use mines (Aerias), and others that can't (Halcyon), and then selecting the fleet's strike craft management button. As long as you have an entire fleet that can use mines, or an entire fleet that can't, it works fine. Mix the two in a fleet and you'll get a crash every time you push the button. I was going to post on this, but since you did, I'll just add my observation here.

2 Replies 1,524 Views

As it stands right now, though, everything is a starbase counter. I'm not sure what's so nifty about the new super-long range missile launchers, since any old LRM easily outranges a starbase, and doesn't take nearly so much micromanagement. Everyone was expecting starbases to be killing machines, but honestly, I'm far more frightened of the endless expanses of ship-eating mines than I am of a starbase. And really... make them all move? Make the Vasari jump cap

225 Replies 559,266 Views

I assure you, it's not just you. Notifications that play constantly , and mean nothing , might as well not be there, since you have to learn to ignore the darned things, anyway.

5 Replies 2,980 Views

[quote who="TParis" reply="3" id="1979755"]I'm not sure about the range yet (havent tested it yet)...[/quote]The range of a starbase is exactly the same as that of an orbital gun emplacement. Let me say that again, because it's so unbelievable... Starbases have the same range as a regular turret!! It would take six or so starbases just to keep one planet from being bombarded, let alone block any phase lanes. [quote who="TParis" reply="3" id="1979755"]...but the build t

225 Replies 559,266 Views

I played the same sort of game you did, so I'll chime in... First, about the lack of crashes. That's true of me too, except I found one that was 100% consistent, and I'm surprised you didn't run into the same one. Did you ever try to mess with the strike craft menu for an entire fleet that included both ships that could, and couldn't build mine drones? That crashed every time, for me. Now on to your points. 1. Yeah, seriously! 2. Yeah, seriously! ^_^</

8 Replies 10,371 Views

[quote who="Heritor" reply="23" id="1979731"]Can the Vasari one Jump to other areas?[/quote]No.

225 Replies 559,266 Views

I'd post pictures, too, but it's pretty much the same deal. Just imagine the Vasari base with the green circle stuck halfway out one of its spiky arms.

20 Replies 9,093 Views

And... back on to starbases. ^_^ I agree with most points here, too. Although I wouldn't increase the starbase range a bit... I'd increase it a LOT! Seriously, like half the gravwell. As it is, the attacker gets to choose whether or not he wishes to engage the defenses, and if he doesn't, he just flys on by. I was hoping Entrenchment would fix that problem, but so far it doesn't. I also think something needs to be done about starbase bui

225 Replies 559,266 Views

Same here, and yes, same solution. Before installing Entrenchment, make sure you TURN OFF ANY ACTIVE MODS. If they're incompatible with Entrenchment, you'll get a black screen on launch and have to reboot. If you didn't turn them off and it's too late, just temporarily remove the mod folder, and it should start up fine.

17 Replies 11,012 Views

A lot of tooltips, hotkeys, etc. seem to be swapped between frigate/capital factory, as well. Maybe it's a bug. If it's not, it should be. Random interface changes are not welcome.

6 Replies 3,994 Views

Yeah, Advent mines take a TON of micro, since you have to select the fighter squadron (not easy in a crowded gravwell), make sure the squadron is full (8 fighters), select the location you want them, wait for them to move to that location, then click to activate the minefield. The squadron then instantly starts being rebuilt by the carrier/hangar, and you do it all over again. You could let the fighters "turn into" mines automatically, but that's assured frustration.

9 Replies 3,639 Views

Same thing happened to me with the Vasari base (green swirly glow in the center), after I saved the game and came back to it. I thought it might be a bug with moving the starbase, but obviously not, if it's happening with the TEC base, as well.

20 Replies 9,093 Views