there are still crashes related to entrenchment beta which have nothing to do with the mod. i too was playing a medium sized map vs. 3 unfair AIs for 6 hours without a crash but then got a minidump while the enemy tried building a starbase in my gravitiy well and my fighters attacked it while it was beeing build. this is a known error and will be fixed in the next beta. the mod is just great, especially for larger maps. it took me more than 3 hou
sirphoenix
str_replace("sirphoenix","Annatar99",$allchars); [e digicons]:annoyed:[/e]
i'm 99.9% sure there will be a beta 3. it has been mentioned quite a few times in the forums and my guess it's either beeing released today or tomorrow ;)
and flaks on starbases of course.
[quote who="Flipkik"] ROFL that would be IF the ability stacks wicht it DOESN'T. So you'd be dying thinking you heal 120. Also get more eggs in that settup. IT'S ONE OF THE BEST CAPS IN THE GAME AND YOU ONLY BUILD 2?! Grtz, [_]-Flipkik[/quote] if i'm not totally mistaken or missed it in the last few patchnotes the repair-cloud does stack. at least it stacks for me :P *using entrenchment beta 2.5
i disagree on the skirantras. with 4 of them you get a total repair of 120 hull/sec which keeps almost any cap alive from lots of enemy firepower. and of course with so many carriers and other cap ships you will have at least 15-20 fighters and bombers to play with. played a cap-only game vs. 3 hard AI once with v1.05 but used scouts so i didn't get the achievment. as i recall i had 4 eggs and 5 skirantras + an even mix of the other types. <
[quote]Cuz that's what happens to ALL planetary defenses right now because Guass Guns don't have flak protection and you will never have enough Hangers to shoot his carrier's bomber's down. [/quote] that's not entirely correct. as i recall tec cannons now have an upgrade to get flak and vasari hangar bays have a fairly large radius where they can trap enemy strike craft for quite a long time. especially effective when build in a circle around the st
did you guys try it on an empty gravity well or did you already have a starbase at that spot?
[quote who="Annatar11" reply="9" id="2059045"]if player.GetProfileName()=="sirphoenix" GenerateMiniDump("Haha, sucker!");[/quote] grrr that's mean. now... where's beta 3? :D
[quote]There is one thing I don't agree with sirphoenix on though; "the higher the clocks the better you're sins experience will be." - The way modern processors work this is not the case, overclocking may increase the performance of a CPU, but you will never reach the theoretical increase in power you would expect. (i.e. an E8400 @ 3ghz clocked to 4ghz will NOT perform 33% faster, due to how a CPU and data transfer between it and the Northbridge is handled - the effect depends on how you clo
you don't need a bigger PSU! in fact, anything above 500W is way overpowered unless you're going for SLI / high-OC quad core and/or lots of 3,5" hard drives. don't go for higher wattage on your PSU, instead go for higher efficiency, go for 350-400W with 80-85% and you're good. e.g. the enermax pro 82+ (385W) or enermax modu 82+ (425W) would be more than enough here. SLI won't help you much with sins as it's not very heavy on graphi
the only time i find balling up useful is when the enemy is trying to jump away. they have very limited range and larger fleets are usually shifted in z-axis a lot. since you cannot effectively put your bombers and fighters on specific z-axis near the ships so once they shoot down all ships and range they will sit there and do nothing. this happens to me all the time, i put them all up very close to a bunch of ships or capital ship and when I look from t
actually a level system would be very nice. make it exactly like cap ships where you can buy the first 2 (or 3 with research) levels for money and the rest through XP. of course upgrade costs should be bigger and way more XP needed, like 2-3 times of the current cap level. which each level you then can chose 1 of the upgrades currently available. make it level 1-10 and let them have more hull & shields as they progress, just like cap ships.</
[quote who="DorianGray7" reply="8" id="2058456"]HAck, you're a hack. This shouldn't be a spam spam game that rewards spam over strategy. Why should anyone be able to replace their losses almost as fast as they lose them? I'm putting my games build on normal now. [/quote] if it takes you 20 seconds to kill 1 tiny frigate then your attacking fleet is just too weak! in reality quickly spamming ships where you
it seems the current starbase phase gate works the same which is bad because now you need to watch the marauder [b]and[/b] the starbase to keep them on hold while moving your whole fleet. i tried this in my latest vasari game and it almost never worked, 1 wrong click or if you forget to put your starbase on hold before you activate the ability and the "connection" is gone. also bad if your marauder is connected to your fleet and you order the fleet leader to jum
awww really, i wouldn't mind. after all it's a beta and such things can happen ;)
any update on beta 3 or at least a changelog? was hoping it gets released today so i don't have to worry about any "free time" on the weekend :D
you should just read the inital patch notes for entrenchment and the 3 following patches. apart from loads of balancing changes you will find hundreds of changes and additions to gameplay, graphics, modding and engine optimization. the list is huge. you can't just reduce it to starbases and mines.
if it's a feature then it's not working right. i had several tests with vasari starbases and enemy ships within range, only one of them really fired upon them. but i have no idea why the others didn't or what causes the starbase to attack. maybe when it's beeing build with a couple of repair-bays in range it gets build faster "internally" and hull/shield is not shown correctly.
if you play online vs. humans and you let the enemy build repair bays while you attack their world it's your fault. with a few squadrons you will shoot down any constructor in seconds, no way they can build anything if you do it right.
[quote quoting="post"]*Anti Structure Cruisers. Oddly not a complaint about their power versus structures, but I think they're far too effective against other vesseles. They can do massive damage to other ships, and that really doesn't seem logical to me. I don't think they're damage should be lowered, but is there anything else that could happen, like having a high miss chance against Enemy ships?[/quote] unless you found a new bug i can't confirm for
yeah the self destruct is pretty damn funny when you get to push the big red button ;) it still has bugs and in lots of tests does very random damage to surrounding ships and structures, but that goes in another thread. but still I would prefer 20 carriers that sit on the edge of the gravity well and shoot that base to pieces :D they can even outrun the vasari base while spamming bombers and fighters. in terms of balance, keep the
[quote who="funuss" reply="15" id="2053799"]Expecting the starbase to handle everything is an absolute nonsense imho. Starbases are balanced as they are right now. Against a computer oponent even too strong i must admit (however i love those fights where my star base annihilates every single punny, little frigate that swarms her, blasting lightnings accros the whole screen...just watching her work in cinematic mode and having a great time:)).[/quote] 100% agree. <p
i don't see how this could be violating anything since the beta is semi public to anyone pre-ordering entrenchment and you can only view the replays when you got the beta too. so just do it :yes:
yeah so back to topic. for the price of 20 adjudicators (credits 22000 / metal 4200 / crystal 2700) you could get a lot of ships, even capital ships which will be far superior to those now pretty useless ships.