Nice work on the desync issue. Sounds like it was an adventure unto itself.
TheEvidence
Good luck with the release. It'll be interesting to see just how long it DOES take us to track down those "clues" in the release version...
I can confirm that. I've also seen the ability active before I've completed the research. Can anyone else replicate?
I suppose you're right about the balance difficulties. I suppose if Orkies were more ponderous when it comes to phase jumping, I'd be a bit more comfortable thematically, since you could argue that the Loyalists wouldn't bother with something that couldn't keep up with the fleet.
So, the general consensus is that there's a lot of balance work to be done right now. So if I'm going to bring this up I figured it would be best to do so before everything is well tuned. Now, I think the idea of a jumping Orky is really cool, so I'd like it to stay in the game. From a thematic standpoint though, it REALLY feels like it belongs with the Vasari Loyalists, not the Rebels. VL are the ones that want to put everything in space and keep things on
Yeah, that's a good point, it should be consistent either way.
[quote who="George Takei"] Oh my.[/quote] ^ My reaction.
Ehhhh... Vasari don't need any help vs structures. While they're missing dedicated anti-structure ships, they have all the tools needed to clear defensive structures efficiently. Subverters can disable structures. They have a strong collection of defense reducing abilities and a highly durable fleet. Their superweapon not only disables and damages all orbital structures but lets you bypass heavily fortified worlds entirely. I really enjoy attacking a beefy starbase wit
Yeah, I see this happen all the time. Ability use (at least targeted abilities) seems to cancel out any existing attack orders.
The Vasari have a saying: "A closely monitored phase drive never achieves critical jump charge." I think it loses something in translation.
Heh. I seem to make something approaching that second face a lot when marking first year assignments. "What is this I don't even...?!" But yeah, you seem to have a solid grip on the way the devs approach these things. gg, pb!
Has anyone been able to sense mines in 0.90/Beta 2c? I still appears to be broken for me (I may be doing it wrong).
[quote who="GoaFan77" reply="11" id="3145476"] Quoting TheEvidence, reply 9trying to go to where it IS instead of where it's going The small window of time where the incoming ship would be jumping to to the flag ship even as its retreating seems fairly small to me. As far as annoyances go I think I'd rather them fix the jumpy empire tree and a host of other things first...[/quote] I'd like to see that fixed too. But this issue strikes me as something that c
[quote who="wbino" reply="8" id="3145394"]All you have to do is have the factory build location/ rally to you fleet leader and where he goes...........[/quote] Yeah, rallied to fleet leader. That's exactly the circumstance that I run into these problems (tried to indicate that with "rallied to fleet" and the big yellow fleet icon). Ships rallied to another ship will insist on trying to go to where it IS instead of where it's going... which can mean jumping in to join a retreat
I've included a little illustration to make this suggestion a little easier to follow. I don't know how many of you have run in to this situation. You're engaging the enemy fleet somewhere. In this illustration it's a fortified world. You're constantly building reinforcements from a nearby factory and they're rallied
You mean that's not the Vasari Titan Foundry? Coulda fooled me.
*Death is only available at participating locations. If your local Vasari invasion is out of death, contact your local representative and they'll arrange to annihilate you when a spot becomes available.
[quote quoting="post"] Moons are now Dwarf Planets and have been made more unique (stat wise). [/quote] Astronomy win. If you add "Pluto" to the list of names dwarf planets can have I might have to love you guys forever.
pbHead said in the Adjudicator balance thread: "...I feel, that if I were to change something within the box, it would be reducing their target count and upping their damage to compensate. reducing the target count to 4, and setting the damage to 75 , would give adjunctators a single target dps of 37.5. At max upgrades, this almost ties ogrov's single target max upgraded dps, (~56 vs 58.5) they would still be behind on a per supply
Here's some fixes we might see in the next patch (shamelessly stolen from the known issues thread) Pirate Missions Crash the Game - Fixed internally. Passive Buffs No Longer Work - Fixed internally. AI Spams Armistice Ability - Fixed internally. I'm hoping Repossession will be fixed too, because its issues appear to be consistent with an issue that's easy to fix
Yeah, some of the in game tip numbers are a bit confusing... it would be really nice if they were converted to something more in line with "lay person" expectations. Not all of us can do that kind of math in our heads while gaming. If we could, we'd probably be game devs :P
This will be a Sins 2 thing, if it happens. Going multi-core would increase the horsepower available to the engine enough to look at things like that.
No, he means a window without the border elements like title bars and such. League of Legends (for example) introduced it a while a go. It's a nice feature for people that want to use windowed mode without losing precious screen real estate. A borderless window has some nice perks vs. full screen, because of the way Windows handles "full screen" stuff. Switching between programs is fast and seamless in windowed mode, vs. full screen for example.
So PB, what are you feelings about the Adjucator as it stands now? Would you change anything?
They also get bonuses to research speed, though I don't know what the exact multipliers are. Oh, and they get automatic diplomatic relations boosts with each other (again scaling with difficulty) so they're more likely to gang up on you.