I always get network problem/server error/timeout/etc. [e digicons]:([/e] If Impulse is able to log in and retrieve latest data at all! De-centra-lize it!
Cathryne
[quote]We're using this extra time to setup some additional download servers so that everyone's update is fast.[/quote] @Stardock: Please build some kind of P2P mechanism into Impulse! Come on, do you really see any benefit in distributing downloads (the 1.1 patch might be around 250MB, but how big will Entrenchment be???) centralized?
Thanks :-) Please give Azaane some credit too, posted it before I did.
Hi! Galasy Forge does indeed support only 1.05, but you can still tweak your maps to be playable in the beta: open the .galaxy file with a text editor. At the very top there's the line "versionNumber 1". This means, that the map only supports non-beta versions. Change it to "versionNumber 2" and save it. Check, if your text editor saves the file as .galaxy.txt and change this back to .galaxy if necessary. Works AFAIK for the 1.1beta, after that, or in conjunction with mods, I'm
Hejhej! What does this parameter set to FALSE or TRUE mean? It's in the .galaxy-files under "playerParams". Thanks for an answer, even if it's probably a dumb question. :-)
For Advent and TEC the colony frigates have the ability to capture neutral extractors. Vasari use their scouts for the job. The 3 special cap ships can only on colonizable planets and asteroids. I got confused, too. :-)
Hm, haven't seen that myself... Maybe your ships are just way over or below the gravitiy well's plane. That sometimes looks (esp. for fighters and bombers) as if they were outside the gravity well.
Nice article, thanks! But the poster sucks! I hope it's meant to be ironic, because I fail to see the "waste" of technology being used for science and medicine. That's what actually improves peoples lives, does gaming can do so to the same extend science and medicine do?
Interesting idea! I like the way it works now, but it sure has some potential for optimization. I really like the neutral extractors and would appreciate more diversity for neutral structures. So how about neutral tradeports, frigate factories and research stations? Located in grav wells without a colonizable planet. All these 'freelance' structures could belong to pirates initially. Players can capture them thus competing with the pirates and each other. The neutral structure
Could the mini Underground panel please be a little improved by showing the sword-icon and the targeted player's icon for a while after the pirates have launched? So one wouldn't need to open the underground menu to check if one missed the end of the countdown. Thanks!
@ Howdidudothat Sorry, there was a misunderstanding. 1) My post was not a request for help but a report of a fact. I was well aware of all three facts you mentioned when I posted my message. 2) OK, I said "install the 1.05 Patch manually" but since the topic title is "going back to 1.05" I thoug
Hejhej! I just want wo report that it's NOT possible to install the 1.05 Patch manually. I tried and got a minidump [e digicons]X|[/e] Cheers!
[quote who="Shadowhal" reply="1" id="1905838"] oh, and lastly: is there a stack attack option already? in the past when I ordered an attack on an enemy stack, it would only work on the first unit of the stack, then it would be autofire again. maybe this is an intended behavior and was never planned to change, but I would like a quick and easy option to have a selection of my units concentrate fire on all, say, lrfs or siege units. and smartly so, not that 50 heavy cruisers focus fire on
Hejhej! Wouldn't it be nice to use the stacking option only on selected items in the empire tree? Sometimes I need to have some items stacked but others not. For example: I don't really need to see each extractor, strike craft squad or defense turret, they're just wasting space and I need to scroll in order to see the important stuf. I propose a second option to use the stacking button: If items in the empire tree are selected and I click the button, only those get stacked. If
@SwerdyAss: That could also be right. @Ironclad: As soon my icon appears over the planet I want to start building/developing. Having to wait for the bonus to kick in is just annoying! Please remove this delay! Thank you!
Aha! I understand the problem now, thanks! Does travelTime or even the number of entry vehicles serve any purpose in the game? Higher initial population perhaps?
Hi! After I have colonized a planet with either an Akkan Battlecruiser or Progenitor Mothership it takes almost 30 sec for the bonus (free extractor or structure build cost decrease) to kick in. Yes, I have those abilities upgraded to level 2 at least ;-) Anyone noticed this with the Jarrasul Evacuator? I'm not sure, since it doesn't save anything but build time. Greetings!
Impulse is set on "ignore beta updates" by default. You can change that by clicking the blue button in the upper left hand corner and activiting "show pre-release versions". Then you'll get an update notice (might require restart). Right click the game's button in the "My Games" tab and select install update. Hope that helps :-)
Hi! I would like to suggest an addition to this menu (don't remember the name), where you can select all colony or scout ships, or all planets with remaining logistical slots etc. This is a useful feature and could be extended a little e.g. to select: - all superweapons - for Vasari: all phase stabelizer nodes (to quickly access the RA ability) - all planets with unused tactical slots - for Advent: all trade ports (to quickly access the trade or
The AI doesn't care for neutral siege frigates. When you play with an AI ally you'll recieve a "Our allies planet is under siege message" each time it colonizes a new planet [e digicons]:|[/e]
I absolutely second this! Might this be an easy DIY mod of the game?
Yeah, I have the same problem. But somewhere in this forum was a mention of a new achievement system being used in 1.1 final and this "memory loss" will persist until then. Ciao!
Hi everyone! I would like some autocast abilities to be used by the ships more intelligently. - colonize: a colony cap-ship should always wait until all bombardment frigates have been destroyed, to auto-colonize a planet. Even better would be, if my ships would attack those at first (the attack priority for the colony capship in particular could just be changed to siege frigates). Another nice little tweak would have a colony cap-ship save the amount of antimatter needed for c
@Annatar11: Impulse shows 1.09a[b].046 installed. Is that the latest version? I activated pre/alpha versions in Impulse and it doesn't notifiy anything. ???
Hi! A ship that has activated an ability when it's converted retains this ability in activated state forever. It's very annoying for example with Kanrak Assailants when they use Discharging Missiles. So I convert the ship, but can't move it. Whenever the Domination ability is used on a frigate, the targets abilities should be deactivated! Just one question: I also noted that sometimes the frigates I convert have some special ability, sometimes they dont't. Does this de