[quote who="Yarlen" reply="140" id="3215534"]The hamsters are in motion..[/quote] bustling scuttling in the dark, the acute screeching of little wheels... i'm SO excited [e digicons]:D[/e] !
el_phantasma
Some very interesting changes, cannot wait to try them out. But i have to agree with others, although the buff to unity mass is nice, i still don't think the AL are on par with the other factions. They still lack that certain "Wow-i'd-hit-that" mechanic all the other factions have... at the same time it more and more looks like the dev's are very reluctant to change something in that area. Do you really think that they are ok or even too strong to buff them?<
Yes, I'd be fine if the game itself would not try to load older map types (and crash) but the galaxy forge itself would... so i even had a chance to update them. @harpo: Strange, so you say the bug was introduced between 1.00 and 1.02? So there's me hoping even more that this is just an oversight and not a conscious design decision.
I tried both map types, ones that i created with GF3 (because they worked in the Rebellion Beta and GF3 was more stable than the beta forge back then) and others that were exclusively made with the Rebellion beta forge. Needless to say the GF3 maps don't work at all, BUT why some maps made via the beta editor work and others don't is completly beyond me.
[quote who="Rovert10" reply="17" id="3172946"] In all sense Vasari don't really need enslaved labor. Sure it's a nice bonus to have but they do have the best extractor economy. Also when it comes to neutral extractors you can almost guarentee Vasari will have it first and keep it due to their scouts. The TEC matches and overruns by sheer credit income. Advent have no such eco bonus. [/quote] Yes, i wanted to denote that i
Hm, i'm a bit torn on this. Personally i don't regret the 30€ for Rebellion. And i've played quite a few games in the beta and let me say this: Just going through a checklist can not represent the effect the new changes have at gameplay. If you follow some of the heated forum debates, the "minor" additions of Corv's, Titans and the faction techs shook the gameplay up enough already ;-D. So i'm seeing the content being fine, maybe not
But it seems a bit apparent, that they removed it only due to lore concerns. Or let me rephrase that: Sure, Vasari can do without Enslaved Labour too..... but doesn't it look a little strange when the VL, who have a serious economic edge over the rebels anyway (planet eating, caps producing money and science), now exclusively get a credit discount tec on top of that? I've yet to see a convincing reason why a simple rename of the tech wouldn't have
Seems like roughly 2 thirds of my maps created with the beta editor stopped working. They'll even crash the game when attempting to switch to the custom maps tab. And the one's who crash can't be opened in the editor as well. Although i do acknowledge that the former editor was beta, it's still a little saddening that the difference between it and the release version undoes hours of my work for no apparent benefit (release editor looks and feels almo
The tractor beam and especially the teleport sounds cool. Granted they must not be able to counter their counters effectively , but a little help to fend off attacks which are NOT dedicated efforts in late game (and then only) could work out. But alas, this close to to release any conceptual musings let alone a proper implementation of such major changes are somewhat moot. Call me pessimistic but beside a few major Vasari nefs i can only imagine a few crumbs
I've struggled with myself for a few weeks now if this topic would be any use posting but i think it's something worthy of being discussed. I know that gampleay/balancing issues should be the main concern but i still don't want graphical issues getting drowned in the Corvette/Vasari/Red button firestorms completely ;-). As soon after i started playing the beta i did notice that the texture size of certain ships was dialed down considerably.<br
Hmm, if it's related to the issue with ships switching targets after using an targeted ability, that has been in since original Sins. Never understood why they do that either, is there any real benefit to it? Maybe Rebellion would be a good final point to tackle inconsistencies that existed throughout the lifespan of the franchise. There are others but i'm too tired right now, all that can think of now is the phase animation of the Progenitor, irked me since 2008
So, i've tried out the two Vasari subfactions and have to say... wow! Maybe it's the anticipation after the long wait, but at the moment they excite me more than TEC and Advent did in beta 2, and i consider myself a devout Advent player. The new cap is quite versatile and a viable replacement for the carrier if you don't want to get too strike craft heavy in the beginning but would miss the heal otherwise. Loyalist planet eating is crazy fun, coupled wit
Now that my excitment has dropped to a more civilised level after a quick game with the loyalists, i'd like to share a few bugs i encountered :-). *Strip to the core is an amazing ability but the sound when it happens is really really loud. It even shoo'd my neighbour at my door xD. *Asteroid belts that were created through strip to the core remain in the empire tree. After i devoured all their ressources, i'm understandably not terrible interested in monitor
Normally i don't post stuff like this but in this case.... .... FINALLY JIPJIPJIP!!!
Excellent consideration, i agree wholeheartedly. Especially the balance suggestions sound very reasonable (except the speed nerf, speed should be one of corvettes USP IMO), corvettes should really not be that deadly against almost everything, so caps and structures would surely welcome better defense against them. Not sure what i think about their ability to target strike craft. While it may look like an ability too much on top of all the things they can do now, i p
What about the alleged scenarios? Couldn't they be a unique selling point too? Although i didn't hear anything about them for quite some time now.
As noticed by someone in another thread a few weeks ago, the economic AI surprisingly seems to be the only one who plays half decent at the moment. The other ones have weak fleet compositions and generally build too few ships, especially when they try to rush a Titan at times i wouldn't even think about doing that and so all their income is wasted there. But since that hint i tried the econ AI more often and the results are much better. Today i had a game where it p
Jup, i couldn't really stealth the "where are my goddamn Vasari" portion of my post properly, my bad ;-).
Yeah, as i said, i'm not that serious with it. But as official responses on the forum were a bit infrequent lately, it visually stood out somewhat, when a bug thread for "unofficial beta material" provoked such a quick response :-).
What's this? We were asked to not mod the Vasari in for the beta (or at least not to share the how-to's) and now someone who did and posts bug reports even gets the rare attention of a Stardockian :-D? Is this the beta inside the beta? ... No sorry, i'm only half serious... partly because i'm starting to crave the Vasari rather badly by now (and Impulse somehow managed to misplace my Entrenchment recently so i can't play that either).
I agree. Normally i'm really no big fan of cluttering the setup menus with customisation options, but as others stated, pirates were a problem in one or another way since Sins came out. Too hard for newcomers (and sometimes for the AI), lategame the sheer strength of the pirates lets you think why they aren't the dominant force in the galaxy when they can chew through all three factions with ease. But as soon players get a grip with the game, the raids turn into a
Hm, a synthetic race as 4th faction could work, this is one of the few remaining archetypes that wouldn't interfere with the other 3 too much. But seriously, Demihurg sounds quite cheap and... Beebe??! Nah. And their motivations appear to be quite underdone too. For example, i really like the Vasari background, because they aren't your typical "evil aliens want to conquer all your worlds from across the galaxy because... they fooking' can." No, they
Yep, that bugged me since Vanillia Sins. I thought maybe some engine limitation prevented this from getting fixed over the years, but considering the new Titans are even taller than the Progenitor, i don't see a reason why this still persists. Wouldn't this be an easy fix? Just cranking up a number for the bubble size?
[quote who="Volt_Cruelerz" reply="7" id="3137787"]I'm not against this necessarily, but I'd honestly rather the artists make the Corsev look prettier...[/quote] Uh snap, that's a fantastic idea. Considering some of the outstanding models, that our dear modders made over the years, there'd surely be an audience for a "redesign the space chocolate bar" contest. On topic, a fan contest for new portraits could work too. The original sets have quite di
Thanks for the reply. Yes i actually read that, but the first example i've mentioned was quite early in the game, maybe around the second or third pirate aussault. Seems like i underestimated the range of this change then.... for me it read like this would become apparent not until mid to late game.