squadrons... mmm...
SithLordAJ
[quote who="Pbhead" reply="18" id="2898663"]SO... this image is concept art it seems? That certainly makes me feel better about it, I also thought it looked homeworld-y and dated. [/quote] from the article the picture was taken from: "The concept art for the Titan-class ship can be seen above this post."
well, its possible they are frigate size, just with bigger engines and less armor
Look, it was just announced, so getting sure answers will be difficult. I'm amazed they have pre-order up already. That being said: What we do know is that it is a standalone expansion . You dont need trinity to play. As far as we know, there is no 'advantage' or 'extra feature' if you get just that, and if we find out before release that maybe certain things from Rebellion require you own Trinity, you can th
Actually, something cool with the pirates happened to me today. I had been just assaulted by the pirates when an AI fleet showed up at the same planet. at first the pirates seemed content to leave, but then i figured I'd throw some bounty at that AI seeing as how they were my biggest competitor. the pirates stopped and defended my world. Its possible they would have done that anyhow, but at the time they seemed to ignore the AI's ships. On the other hand, the pirates totally decimated
[quote who="1Tiberius1" reply="11" id="2898695"]As Advent I've had raids break through fully upgraded Starbases that had full tactical slot support, including Augmented Defense Grid. Each one of their ships becomes stronger than a fully upgraded capital ship. As for their base, only a TEC's Novalith stands a chance in a game. Otherwise you need a serious Advent ball to clear the defenders, and even then you'll take casualties, and will want to wait outside the visible gravit
[quote who="Kitkun" reply="538" id="2898709"]Also: Preorders: https://www.sinsofasolarempire.com/store.aspx [/quote] ! must... leave... work...
[quote who="Arthanis" reply="533" id="2898677"] - Bombers are too viable, maybe reducing Flak Frigates damage against Fighters and buffing it against bombers can fix it [/quote] I would agree with this as an end result, trouble is getting there. damage % modifiers make this complicated and the current situation is the result of a nudge to fix op fighters. % chance to hit might be doable. [quote who="Arthanis" reply="533" id="2898677"] - Phase missiles are too ef
How about keeping it a channel, but allowing it to move? to make it work, might have to disable the need to face target.
[quote who="ZombiesRus5" reply="528" id="2898655"]Looks like the snuck the Crusader fleet supply fix back to 10 from 12 in on you. It seems to be in the Beta3 release code.[/quote] uh... the problem is that it's 12. It should be 10.
anything easy they might be holding off until the end. just focusing on the important stuff, right?
I'd be more worried about corvettes messing up the game. I mean, think of how much more balancing needs to be done to add a new class of ships. 1 new ship is easy (new capital). Its even easier if it is it's own new class as it doesnt mess with whats already there (titan). you just make it vulnerable enough to something the game already has and you're golden. but a whole class means you have to make the ships within the class similar in ability while making the class itself f
I just had a new idea for titan-class ships: they generate a gravity well. so none of your ships use AM to phase jump, all your strikecraft are already launched, your fleet can be organized into a perfect formation and in perfect unison.
[quote who="lachlanp" reply="2" id="2898364"] i for one am waiting for the Advent titan, i somehow think it'll be like the massive carrier in Gundam seed destiny, massive fighter compliment with 6 forward beams and 2 on either side [/quote] Actually, I have this image of a giant silver death ball. maybe some warped sections, so as to make it more interesting.
I'm kinda thinking the titan ships will be superweapons with engines. Which would be great and explain how to make them hard to get. As for the new capitals, I think a dedicated Anti-module capital would be great to counter starbases and make the titans the new starbases. Corvettes.... I'm not sure what the deal is here. but maybe they could help against bombers? I would also imagine they might downgrade the scouts to be corvettes. or they might classify things like constructo
I hope that the patch team does something to help out the Domina. If they aren't fixing the general auto-cast targetting AI, something really should be done to this ship to help it out. Any ideas?
if they are built in the same gravity well, that might be the issue. Anyhow, there are a lot of issues with fleet joining that are frustrating and most of us dont use fleets. I really insisted on using fleets for a long time, but then I realized how much time I was wasting just trying to maintain it.
[quote who="Yarlen" reply="517" id="2898468"]There won't be any major additional AI/autocast changes for this update.[/quote] Unfortunately, it seems the Auto-cast targetting isn't being worked on this patch. While that kinda sucks, as it affects alot of things, I guess I can understand it. Lets make the case to get this fixed in Rebellion. Maybe things like this that get fixed in Rebellion can be back-ported as a final patch just before release.
will there be a beta 4 then?
[quote who="rowanlad" reply="22" id="2898360"] Quoting SithLordAJ, reply 21 (exabyte. its just plain ridiculous. It will be reached eventually, but probably not for a long long time) Don't be so sure It keeps happening faster than people think. [/quote] well, I believe that some servers might have terrabytes of RAM (not sure as I dont work with servers much), but theres a whole other scale between terrabyte and exabyte: petabyte. So...
Heres the breakdown: 32-bit system maximum ram= 4gb (without certain tricks), 64gb (with said tricks, but motherboards dont usually allow this) 32-bit windows default maximum alotted to programs= 2gb 32-bit windows maximum alotted to programs via \3gb switch= allows virtual addressing up to 3 gb without messing with the OS's ability to address. 64-bit system maximum theoretical ram= 16eb ( exa byte. its just plain ridiculous. It will be reac
the only other ones i can think of are the anti-module ships and colonizer ships. Those, plus what stormsong listed are not supposed to auto-join. if you really want them to, i think you might be able to turn it on for that ship, but to do what you want you'd have to turn it on after its built but before it arrives in the same well as the fleet. The more annoying problem is ships auto-joining the wrong fleets. as soon as they enter a well where there is a fleet, they auto-join. even i
[quote who="ThreeLeafIvy" reply="493" id="2897589"] Right-clicking on the icon of a stack of enemy ships in the Empire Tree doesn't do that already? [/quote] no, it queues a focus fire for the ship on the top of the stack, then it reverts to auto-attack. Now that I think about it, the jiggling empire tree might be something that could be looked at in Rebellion as well. You know? when your losing ships and recieving reinforcements and so is the enemy and you're in a h
its there, even though i dont agree with a full implementation. its the 'other optimizations' link
I really hope to see that communal labor change as I'm worried about it being too good. We have to check it out before the patch goes live.