[quote who="Yarlen" reply="8" id="3111172"]It'll depend on when we have more beta 1 level fixes we need to get tested.[/quote] Maybe after there's some progress on the black screen issue? Since that got it's own sticky I'm guessing that's a bit of a showstopper...
TheEvidence
I've rechecked most of the bugs I found in 0.60 and they're all still there in 0.61. Should threads with persistent issues be bumped?
Aww yeah, Titan build cost/time drastically increased. Definitely feels more inline with how powerful those things are. Time to start a new testing cycle!
I finally got around to playing around with the flagship victory condition, and I can't help but feel that after the early game there's no reason to do anything offensive with your flagship: You just want to hide it in the deepest darkest most heavily defended hole you can find. If the flagship gave some passive buffs to other ships in the same gravwell players might consider taking risks with it. Not sure what they should be though. I think this victory
The Empire Tree thinks my Kol flagship is Kol. [e digicons]^_^[/e] The infocard that comes up when I hover over the fleet, however, thinks it my Kol flagship is a Radiance. [e digicons]XO[/e] The rest of the TEC will string me up as a traitor if they see this! Happens for both Loyalist and Rebel TEC. </
I'm pretty sure the devs would have stripped all this out if they really didn't want us to find it. I think they secretly like it... we tease ourselves, thus saving them the trouble of doing so :P
[quote who="Ryat" reply="1" id="3098700"] Means you have the ability to add Strike Craft to that ship.[/quote] The ">" is clearly for strike craft. It shows up on carriers and only goes away if you allocate all your strike craft. The "+" is clearly for abilities, since it only goes away when you spend ability points. The weird "symbol" on the lower left also doesn't show up in other versions of Sins. It disappears when you run out of a
Vasari Fleets are already well positioned to deal with Titans since they excel at single target damage. Shield Distruption + Nano-dissasembler for damage reduction and the usual suspects for DPS. Repair cloud and Reactive Nanites for durability. I think it's the Advent, as usual, that are going to get the short end of the stick with Titans. Reverie might rescue them if it's allowed to disable Titans, but I'm betting against that happen
After some more testing I can confirm #4 is mostly correct. This only happens when both kinds of points are earned on level up. Not sure if it happens if you leave points hanging around between levels, haven't tried that yet.
I've seen this too. I think part of the issue is that Snipe has a huge range (it out-ranges the main weapon banks) but the other abilities have a shorter range. Try ordering your Titan into closer range combat and see if it uses the other abilities. My problem is that by the time I close in on anything I've burned all my anti-matter on snipes. ;^_^ PS. Scattershot is pretty cool too. -5 armor AOE :D I've never put more than 1 point in
That still leaves us with an open question: Double space ponies, what does it mean? :P
You can see a couple of "specs" that show up above the Raloz icon. Seemed pretty consistent for me, but it only showed up in the tooltip when I hover over a fleet on the map. <img src="http://i59.photobucket.com/albums/g285/kaskara/Sins%20Screens/Iconbug2.jpg" alt="
Every map I've played on so far seems to have an extra star system in it with a single heavily defended Terran Planet labelled "Occupied Planet" which I assume is the planet used for the Occupation Victory. I haven't actually turned on this victory condition yet (it's always been turned off) so I'm wondering if this system/planet generation is always supposed to be on or JUST when Occupation Victory is on. ** UPDATE ** Still present in beta 1a.
Thanks for confirming, and on an nVidia to boot. At least now I don't have to worry about a new graphics card. :D
I'm kind of going out on a limb and assuming that the top two build sparks on the middle "U" spar for the titan foundry are pointing the wrong way. Currently running Catalyst 12.1 on a Radeon HD5850. Can anyone else con
Missed the last pre-order discount. Plus the exchange rate (CAD/USD) was pretty good today, so I completely ran out of reasons to not to pre-order.
[quote who="boshimi336" reply="14" id="3003712"] Quoting Yarlen, reply 92Yup @SageWon: Agreed on Empire Tree. I'm really hoping we can look at this and do something. I have some ideas for how I would like it to be... FYI [/quote] Step 1: Fix Empire Tree Step 2: SHUT UP AND TAKE MY MONEY Step 3: Profit. :)
This update is going to take some getting used to. I haven't quite figured out how to make my empire like other empires yet. It's a bit weird to have an empire that is rated as "Friendly" bombing the crap out of my planets because [i]I[/i] hate them and can't get a cease fire. O_o
Deconstruct looks awesome!
These changes look really awesome. [quote who="Yarlen" reply="10" id="2963617"]Quoting Gwachi, reply 7Looks like the experimental weapon firing notification.. Oh yeah! We got the AI to build super weapons, so that'll be in v1.3 too.[/quote] [e digicons]:omg:[/e]
[quote who="1Tiberius1" reply="9" id="2908025"]I'd like to see some rescripting of auto-cast behaviors for a number of skills. Some of the skills inherently waste themselves, or trigger at times that just aren't helpful.[/quote] This. #1 and #2 on my list to re-do are both Advent, since I'm a long time Advent fan (though I Transfer Antimatter - Don't target other Disciples. That's just silly! <li
I'm aware this is a pipe dream, but it is simply too juicy an opportunity for me to pass up. -How to make mines more fun? Blatantly rip-off some mechanics (which I happen to love from an aesthetic standpoint) from Banner of the Stars. 1) Mines can be deployed via phase space (stick to the near edge I guess) 2) Mines can be used to destroy mines 3) All ships get some mine detection, scouts just have better ran
[quote who="Seleuceia" reply="204" id="2869664"] You are only looking at this from a SP perspective...in MP with human teams, I guarantee you people will abuse this...[/quote] Homeworld 2 had some mechanics like this. It got to the point in multiplayer where you had to exploit it or you'd lose. Some people seemed to enjoy it because you could do things that were normally impossible, but I found the fun factor to be rather lacking.
[quote]To be honest, at this point, I'd rather see Ironclad invest effort in getting a new game out rather than keeping Sins going, patches withstanding. Something fresh - even if it is just Sins 2 with a snappier UI, better graphics, and a few new ships - would do more good, in my opinion.[/quote] Well, the way I look at it, the following two things are true: 1) Expansions give IC (and their publisher) a good Return On Investment. This gives them a stronger financial fo