Lord_Agamemnon

Lord_Agamemnon

Joined Member # 3047879
4 Posts 22 Replies 337 Reputation

I'm sure others have found/will find many more, but these were two bugs I noticed while playing as Advent Loyalist in the latest iteration of the beta. 1) (Graphics) The icon for the Aeria's Mine Control ability is Incendiary Rounds. Now, I'm no expert on telepathic control, but I doubt it involves fiery missiles. 2) (Gameplay) The Solanus Adjudicators have...a bit of a problem. Twice in my current game, when my fleet has l

2 Replies 5,012 Views

Personally, I think it looks like a stick of RAM. I do find it a bit odd how all of its abilities are built around one thing: Boarding Crew. They work without it, but at much lower efficiency. Also, does anyone know how well the ship AI handles the autocast on Demolition Crew? I'm kind of afraid that the Corsev will start blowing up my ships left and right unless I turn off the autocast, and I don't want to need to constantly monitor every ship's HP to see

27 Replies 118,112 Views

The game looks great so far! Kudos to Ironclad and Stardock! I know this is only beta, but I'm eager to see more of the distinctions between the loyalists/rebels--and is it just me, or does the new TEC cap ship look like a giant stick of RAM?

116 Replies 429,454 Views

I agree wholeheartedly with the missions ideas. Currently, players can't really get anything out of alliances except maybe a halfhearted attack and a little security. Diplomatic/cultural victories would be nice, too. Perhaps not cultural victory, but at least planets should be able to convert to your side if they come under your culture--I always wondered how planets were suddenly depopulated when my culture took them over. Maybe the structures around them remain, bu

265 Replies 815,098 Views

I just got a new laptop which has an Nvidia GeForce 9600M GT card, and, although it runs Sins beautifully, there's a slight graphics bug I'm running into. Lots of things, in particular units and "free" asteroids (the ones that just float around some grav wells), have white pixels around their edges. I seem to recall seeing a solution to this posted somewhere before, but I can't find it now that I actually want to :P Anyone know how to fix this?

0 Replies 1,536 Views

I played a game in 2.5, and the bug's still there. When I saved and reloaded the game, Adjudicators wouldn't fire correctly.

7 Replies 1,899 Views

The best solution I can think of is to just make it easier to kill mines. Obviously it can't be too easy, or there won't be any point in building them in the first place, but I suspect that if mines were auto-targetted properly and revealed as long as the Scout is around rather than whatever it is they're doing now, that would solve quite a bit of the problem. Or perhaps another solution would be to make the Vasari mines, at least, cost more antimatter. I ca

49 Replies 30,815 Views

I'm in agreement with most of you on this one--I'm thinking Starbases definitely need to take mor time and resources to build, and they need to be faster...stronger...and longer-ranged. Ironclad can do it; they have the technology :P To put it a bit more seriously, the current state of Starbases is somewhat ridiculous. Carriers destroy them, and even a fairly small fleet can take one down without too much trouble, particularly when you're Vasari and get Phas

225 Replies 559,438 Views

I was playing a game as Vasari to test out some of the new stuff. Aside from the standard anything-that-targets-planets-does-funny-things-when-jumping-in-a-group bug, I encountered this beauty of a blooper. It only happened once that I saw, and it never affected my ships, but when one of my opponents' Drone Hosts went through a wormhole, it travelled through it like it was a Phase Stabilizer rather than the standard instantaneous warping. I took a screenshot of it, so here i

0 Replies 884 Views

Turning all of my graphics settings to Medium/Low seems to have fixed the problem. I do think this is something of a sub-optimal solution, however. Regular Sins ran fine even on my terrible video card, and it strikes me as odd that Entrenchment would have higher requirements...

61 Replies 111,369 Views

I've had exactly the same problem. My frigates like to ignore group jump orders, rebellious little scamps that they are. Incidentally, for some reason double-clicking a ship doesn't select all ships of that type in the gravity well. Call me crazy, but I swear that it used to. Maybe it just got unbound somehow? Or maybe this is a bug. Or, well, maybe I'm just mixing up my games.

13 Replies 3,952 Views

Unfortunately, colony caps still try to autocolonize even when the option is turned off, and the ten-minutedump is still happening... I like the idea of what's going on with Entrenchment, but I wish I could actually experience it :(

77 Replies 186,317 Views

Wow, I'm getting a healthy collection of these minidumps here...the hotfix didn't solve the problem. As I said, I've re-installed Sins and Entrenchment twice each, and it's still happening. Is there anywhere specific I should send these files?

37 Replies 18,155 Views

I did have Sins 1.12 installed. My system specs are: Windows XP SP3 Dual 1.73 GHz processors, 2 GB RAM Intel 945 graphics chipset (with the latest driver) Yeah, the Intel chipset is sucky, but it's always run vanilla Sins fine, although I haven't played much during the past couple updates...

37 Replies 18,155 Views

I just uninstalled and re-installed both Sins and Entrenchment, and I got the same problem as before...and it wasn't the TEC minefield; it must have been one of the others.

37 Replies 18,155 Views

The first dump here occured while I was playing a game as TEC. I hadn't gotten much farther than sending out a few scout ships and looking at the new technologies when it happened. The second happened while I was trying to change the colors for a computer player. The only commonality I can see is that both happened after about ~10 minutes of gameplay. Oh, and the TEC minefield tech seems to have a missing string.

37 Replies 18,155 Views

I agree that the siege frigate nerf seems a bit overdone...the pop requirement seems pretty high. I'm not going to embroil myself in the debate, though, since I'm definitely just a casual player. I just signed on to request longer ship names :P If I can rename ships, I want to be able to have some serious fun with it. I want ships like the Screw Diplomacy and the Oh My God What Is That Thing. The--by my count--13-character limit seems a bit low. I mean, it's certainly not important

137 Replies 163,288 Views

Whatever it is--and my personal bet is with some kind of space anomaly, given the opening cinematic--it seems to have slowed down a bit, since "There has yet to be any reports aside from those that were placed prior to entering Trader Space" (description of the Severun Overseer, regarding the unknown threat).

69 Replies 94,445 Views