"Why go little on 7v7 when this new engine can handle 20-v-20 plus many more." The engine can handle that scale graphically, sure. Network synchronization for multiplayer is a whole other can of worms (as is alluded to in the presentation). As an aside, I'd sure like to know why quoting seems to have broken for me. Most peculiar.
TheEvidence
Now probably isn't a bad time for Starclad to start thinking about Sins II, but it wouldn't be a good time to start development. The recent revival of the Homeworld franchise has the potential to slightly impinge on a potential Sins II's sales in the short term, but in the long term it can be leveraged in Sins II's favor, as people start looking for something new. If we assume for a moment that this is a significant factor (for the sake of argument), what I would expec
[spoiler] [/spoiler] In all seriousness, I'm guessing Comets.
[quote who="GoaFan77" reply="1" id="3382108"] Increase turret construction time seems the obvious thing to do. Or give a build penalty if enemy ships are active in your gravitywell.[/quote] So just like strikecraft construction then? If the planet is being bombed it could have the same built time penalty that strike craft get when their host is under fire.
They definitely build them at higher difficulties. With the Unfair AI I've even seen a lot of redundant PJIs at heavily fortified planets.
The new textures look really sharp. Can't wait to see them in game.
1.1? Sounds big! Looking forward to it.
On the one hand: AL don't suck balls at everything forever? I'm intrigued. (I insist on playing AL in spite of holding this opinion. Masochism? I dunno). On the other hand: Spamming only one ship type is gross. I mean... eugh. If that's the outcome of this issue then it just has to be fixed. Because gross.
Thanks for answering my bonus questions. If this info is useful for someone like me who's played sins since vanilla I'm sure it well help the OP. :) [quote who="Ekko_Tek" reply="9" id="3195762"]The frustrating part of this game is that no matter how much you work on improving your play, your chance of winning the game is still entirely dependent on your teammates (assuming you are not playing 1v1) and then luck factors of your starting position (whether you got
Here's some more questions that might be useful for someone coming from SC2 (that I'm coincidentally not 100% confident in the answers to): Bonus 1: How many colonizing fleets should you use? Bonus 2: When should I start thinking about harassing enemy planets? Bonus 3: What are the most cost effective ways to hurt my enemy's economy? Bonus 4: In online play, what kind of micro is useful? (ex. building placement since "auto-place" is a
Just re-tested, this is still present in 1.031.
[quote quoting="post"] Increased fleet cohesion ranges to help prevent fleets from constantly trying to reform during combat in bad situations. [/quote] I like it when you fix things I haven't even gotten around to complaining about yet. Can't wait to see how much you were able to improve things.
I've tested and confirmed this for all 6 factions. If you order corvettes to attack something in another gravity well, they're fine as long as there's a phase lane between them and the target (one hop). But if you order them to attack something more than one hop away, they completely forget about phase jumps and try to get there in real-space. This happens even when they're part of a larger fleet that transits properly. The quickes
Thanks for posting the stuff. I'll have a poke at it and see what I can figure out. Honestly sometimes I have more fun hunting down problems like this than actually playing for real... ;^_^
I can't replicate this in Vanilla Rebellion. I started up a quick 1v1 as Advent (Fast game speed) on a large map and I got up to 6 unconnected wells with trade ports with the income rate per trade port reported as 1.3/trade port all game. When I connected trade ports the trade bonus I got scaled with the number of edges in the "trade chain", at 0.1/edge. Can you post a link to your save and/or try to replicate this witho
I need some input from MP people on this idea. Now that we have vettes, do Siege frigs deserve a slight buff? In SP I'm finding that vettes are a great answer to the usual Siege Frig harass by AIs. A modest number of vettes can cover a significant number of planets because of their very low reaction time. I'm able to use them as "super fighters", based at hubs near the fringes of my empire and quickly respond to siege threats (and to a lesser degree Ogrovs) with
Just trying out 1.03 and my corvettes were taking a huge beating during the first pirate raid. I noticed that their shield mitigation was stuck at baseline (~15%, up to 17% with Advent culture upgrades), ie. wasn't increasing under fire. Was this intended or not? I don't recall there being any discussion about corvettes having their shield mitigation stuck on low. I haven't tested this for anyone but AL, on the off chance this is a bug
Beta 3 -> 1.01 Release notes. No idea about 1.02!
FYI I was just patched to 1.02.
First patch: July 23. Patches in 6 months: 2. Gotta account for post-release burnout + catching up on paperwork + all that stuff you wanted to do but put off to finish the game.
I just patched~!
No prob. :)
Just putting this info in a thread title so Yarlen doesn't have to re-post the info eleventy-billion times.
I don't mind the ads... I just wish they'd put them off to the side. There's sooo much room out there. Putting them in the middle of threads just makes me skip over them, since my brain identifies them as "Forum sig" (sure, there's none on THIS forum... I'm sure we've all been to forums where they're giant monstrosities).
I know Starclad doesn't have direct control of the exact timing once it's released to Steam... but we wouldn't mind reading patch notes.