RogerSmith13

RogerSmith13

Joined Member # 3061374
13 Posts 9 Replies 225 Reputation

Vasari Loyalist "Jump Stabilization" research has been broken since introduction. It is intended to reduce antimatter and hull loss to your ships if they leave a gravity well with an enemy starbase. The effect is currently reversed. It has no benefit to your own ships, but allows all enemy ships to leave with a 15% hull loss and 50% antimatter loss. Tested numerous times and occurs in all gravity wells with a Loyalist starbase after research is completed.

1 Replies 4,814 Views

Thanks for the info! I suppose a more realistic solution would be remove the build faster at more cost thing and just make it a fixed percentage increase like the other races. Now I hate that delay before the second contructor even more.

10 Replies 22,536 Views

I've been playing this game for a long time, and always felt very silly to ask this. How exactly does Advent's Communal Labor work? It seems straightforward, in that the constructors build faster at the cost of more resources. But it doesn't seem to work. Autocast does nothing, and if I manually assign it to a structure under construction, as per the description, the icon highlights as if it is about to be used, but then the regular construction icon gets highlighted. It's as

10 Replies 22,536 Views

Queued 50 Scouts at a Pirate base that has 1 Frigate Factory and 1 Starbase with both Construction Bays upgrades. TEC Industrial Juggernaut level 3 Researched. Build order was placed on Pirate Base. Star Base was building Scouts faster, and was resetting the Scout being built at the Frigate Factory. The Frigate Factory failed to build any scouts. Entrenchment 1.01.

1 Replies 1,938 Views

When mousing over the Cap Ship Crews indicator, if you have 16 cap ships, the last cap ship is never shown. It is replaced by "...". This takes up the same room as simply showing the last cap ship, so it shouldn't be there. This actually goes back to vanilla Sins.

0 Replies 1,089 Views

On the tactical tab for planets (where you build defensive structures), the mines "to be built" are numbered on the minefield icon. However, once built, the "completed" number does not show up. For example, when queueing Gauss Defense Platforms, the number left to be built is indicated on the lower right corner of the Gauss icon. The number finished is indicated on the upper right. Mines are missing the upper right "completed" count indicator. Entrenchment 1.01.

0 Replies 1,022 Views

I've noticed that whenever I load a savegame, the "red" skybox is always active. If the game was saved with any other skybox, it always changes to the "red" skybox on load. I've tried checking/unchecking the "Use Colored Skyboxes" and "Use Deep Space Skyboxes" options to switch back, but it stays as red constantly. This is undone if I start a new game, but saving and loading will have the same effect again. Has this happened to anyone else? Entrenchment 1.01.

7 Replies 3,744 Views

I'm not sure the way others are building their defenses, but I usually place the Starbase at the front of the defensive line. And I tend to group all structures fairly close together, almost always close to the planet. Any created craft from the TEC Starbase leaves the Starbase from the "rear" or the the direction facing the center of the grav well. This means that any ships produced from the Starbase gets pushed out towards the mess of structures behind the Starbase, such as Trade Po

2 Replies 2,031 Views

[quote quoting="post"] all wells that you put starbases into seem permanently pinned and non-removable (both those you control and those that are neutral/foreign). this causes for quite a mess in the late game. [/quote] Starbases are auto-pinned. If you would like to remove the planet/grav well from the tree, manually un-pin the starbase located there.

9 Replies 11,731 Views

Advent Transcencia "Evangelization Nodes": "Grants Transcencia class star bases access to Evangelization Nodes upgrades, allowing them [typo] spread your empire's culture and repel hostile culture." [typo]: "to" needs to be inserted. Advent Transcencia "Enduring Devotion": "Grants Transcencia class star bases access to Enduring Devotion upgrades, which prevent the loss of control [typo] its gravity well's planet through bombardment and deny its colon

0 Replies 1,626 Views

Not sure if this is beta related. TEC research menu, the Civilian and Military buttons are reversed. The other races have a defense platform as military, and power core as civilian. TEC has Gauss Turret on civilian button, power core on military.

0 Replies 1,264 Views

It was mentioned in the Beta 2 Change Logs that starbases are now autopinned. I believe this applies to all starbases in a game. Including your enemy's. If a scout enters an enemy system, the system automatically shows up in the empire tree, with the enemy starbase pinned. Please verify if all starbases on all sides are to be autopinned. Also, starbases seem to have the 30% Damage and 100% antimatter removal of leaving enemies applied before construction of the base is complet

0 Replies 715 Views
Reply to XCOM Series in PC Gaming

I know I'm asking to be shot, but... X-COM Apocalypse was my favorite X-COM game and, honestly, might be my favorite PC game of all time. [e digicons]:'([/e]

20 Replies 87,348 Views

[quote who="Annatar11" reply="10" id="1999823"]Yeah, this was the first game I've had it in. Curse you, randomness! [/quote] If you go into "User Interface" or "Effects" (I always forget which one), and check/uncheck the "Use Colored Skyboxes" option repeatedly, it will cycle through the various backgrounds. Pause the game and enjoy the view. :)

15 Replies 9,618 Views

Just loaded a savegame 10 minutes prior to the incident, and now I can't reproduce the bug. Tried reloading several times, and the weapons seem to work perfectly each time. Not sure what to make of this. On a side note, reloading a savegame while in a mission seems to create a minidump now. Wonder if the two are related...

8 Replies 2,274 Views

[quote who="Cataclysm2000" reply="1" id="1990057"]Ive had this problem too. Sometimes it works and sometimes it doesnt use all its weapons. Upload a replay of the game. It can be found here if you're on XP: C:\Documents and Settings\USERNAMERHERE\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\AutoRecord-SinglePlayer [/quote] Cataclysm2000, thank you for the response. However, I'm not familiar with uploading. Do I send the file to a specific address, or shou

8 Replies 2,274 Views

Good day all. I can't find anything at the moment on this, so I've made a new thread. I have a volcano planet as the border world to my territory. With a pirate base as the 1st planet going out from my empire. I was trying to test the defenses on the TEC, so I had a fleet set up as backup, but pulled them to the other side of the grav well, docked all strikecraft and turned off auto engage. When the pirates came to raid the system, I noticed that the TEC starbase, whic

8 Replies 2,274 Views

[quote who="-=XX=-Nephilim" reply="10" id="1983772"] Mines are simply shit... I have to be frank about this since I love this game so much... Currently, as they are, they simply resemble pile of steaming excrement and not much more than that. Mines need some MAJOR rethinking and if that fails they simply need to be removed... If anything kills this game it will be MINES by blowing right into our gaming faces via ruined yet once fantastic gam

43 Replies 93,512 Views

Good day all. I couldn't find anything on this, so I've made a new thread. Concerning the Advent Starbase Culture upgrade, there seems to be too much of a bonus. Granted, Advent specialize in culture warfare, but a 30% boost to allegiance on the current planet seems a bit excessive. For example, a planet far away from the home planet has a max allegiance of 25%. This is raised to 35% with culture, and then to 45% with Advent research. A starbase could then boost this t

1 Replies 993 Views

[quote]5- If you build more than five frigate factories in a system only the first four produce the frigates, no vessels come out of the others.[/quote] Actually, I've had 6 Frigate factories building at the same time from the same planet. What you've encountered might be a slight oversight in the code. Let's say for example you have 1 factory. You create a queue at that planet, say 10 frigates, and production starts. You then build another factory. When the new factor

27 Replies 59,790 Views