Seeing as this "bug report" has devolved into a balance discussion, I'll add my two cents. First on the "bug" [quote who="GoaFan77" reply="46" id="3436268"] That can happen if your game has a lot of weapon particles on screen. Sins is programmed to only display a certain number of particles at once to prevent game lag. This can cause particles to be unloaded, which unfortunately includes the blue Eradica titan effect when unyielding will triggers, rendering it i
systemrooterrr
The black hole one seemed to be working in game as of a week ago when I lost a chunk of my damaged fleet near the black hole... they seemed to take the appropriate amount of time to jump as per the info card. I have not played a map with a neutron star to say if that is working or not. *Disclaimer: I am not a modder, so I do not know with 100% certainty that it is in fact working Edit: I reread your post. The debuff to phase drive spin up time is
If you have it linked through Steam, recheck your local cache. I just played a random last night, with the new DLC on 1.80 had blackholes (sp), comets(sp), oceanic (fw), greenhouse (fw). Everything seems to be working fine for me.
I reported this bug way back 4th day into Vasari beta and got no answer either.
Alright, here's a screen shot. More than happy if it's just a one off though! I'll see if it happens in a single player campaign and get a record of it for you. For the record, specs on this box are AMD Fusion a4-3200 @ 3.0 Ghz ATI 5770 SOC edition All settings at high no AA or Antistropic 1920x1080 8gb of ram <img style="vertical-align: top;" src="http://littletechboy.com/downloads/sins/ScreenShot_0.bmp
So I was in a mp game last night and decided to see if an orky could jump between stars. Turns out they can but to cut down on mass they loose their hull and obviously crew XD Phase jumping a Vasari Rebel Starbase between stars results in the following. 1. hull model and textures are removed, all that is left is the particle animations for the innards and venting? of the starbase 2. phase lane animation is the size provided for a frigate, not the super s
jumping multiple starbases to a star results in the star acting like a normal grav well and disabling the three later ones. If you build the starbases in the grav well both of them work. Is this a known bug? Both starbases were fully funtional, I jumped one out then back in and it disabled it. Is that how you are trying to balance the moving starbases?
yea but that one has always been a bug! lol
Vasari Rebel Kultorask's hardpoints for planet bombardment seem to be from random points on the front of it. I'm sure that's not intentional.
To be fair, I hate the leveling system on titans at all. I mean, was it a cheap easy solution to make the titan scale into late game. yes. What would have been better in my opinion is instead of doing levels with up grades, you do levels with side grades. Let me clarify what I mean by side grade: Instead of getting a hull boost and shield regen boost, you have options. Depending on what you pick will negitively impact other facets of your titan. Ragnarov for ex
I'll add my two cents, though no one will probably agree with me; and I'm sure someone will stoop low enough to call me a "noob" but hey it's a free world. I play sins for the strategy side of it and I played all the way from the original sins with the original Kortul right through the bugged illuminators... For the most part there has always been multiple counters for any special. Sure, a couple counters rely in part with other buffs and combos but I have a
Because it's wednesday...
Thanks for the tip. I'll look into doing it that way.
I cant describe how much I dislike the loading screen just using the blown up icon for sins... so I made a replacement for it. And am deciding to share it. TO USE: Please backup your original file before overwriting it. No longer necessary, thanks GoaFan.<
I know it's too late in the game... but I hope some modders out there change how the vasari titan is constructed. I think it should have followed like the dark fleet does. Build a titan jump stabilizer (foundry) and have it build up a charge for its beacon (titan construction phases) and when complete you see a pretty pulse go out from it and a vasari titan jumps into the system. much more in line with the lore and makes it feel distinct and different. Oh
2c .90 beta. Built Corsev capital ship. Turning off the auto cast on the auto attack button does not stop the ship from firing at nearby hostiles. Info card says "None Auto-Attacking" like it should. EDIT: Hmmmm... now it seems to be working alright.... only thing I did different was I toggled the autocast on the boarding parties off and back on. Now the auto cast on attack works...
@Kazriko You can probably get it to work by right clicking the exe for impulse and telling it to run in compatibility mode for windows 7. I havent tested it yet, but it's something I would try first. I am the owner of a computer repair and service business, I've installed windows 8 on almost all of my computers now in a vain attempt to make myself tolerate the new interface that I know I'm going to be forced to support. I laugh at their press releases on making a "unified"
If it's wifi, the university probably has it setup in a mesh configuration. In that case the networks actual backhaul speeds drop to about 100mbit /s, get 3-5 people streaming HD youtube or netflix on the same node you're on and that would show pings similar to what you're looking at. I'll stop posting for awhile (tehe)
Second thought just hit me; are you on Wi-Fi at your university or a wired connection?
It's OVER 5000!!! I'm sorry, I couldn't resist the nerd in me. Maybe check your connection to pingtest.net it's a line quality test to see if you're dropping packets. To be honest, that's the only thing I can think of that would account for such a high ping. http://pingtest.net/ A firewall would block it entirely or not. They may have implemented packet shaping but even then, we're talking pings
Yup both me (steam: fatal_error_system_root ) and Hickaru are based in British Columbia. We play diplomacy and the new beta every couple days.
I find it's only if they are already jumping, or spinning up to jump. Something like the last path they chose is not overridden until they complete the first jump and hit the next grav well, then it recalculates properly. It was in trinity too.
To be honest, playing a couple pvp's now on rebellion, I honestly see no issues with titans and where they stand now, infact they are pretty balanced in my mind. It's switched from rushing lrf then to bombers to straight to titan... Bombers are more than a match for a level 2 titan. If you cant get your titan fielded in less than 4 minutes after theirs is built you have issues. My real complaint is the notification system. I killed my one opponent because I researched the titan all th
Agreed, annoying as hell having my titan spin around firing at fighters when there's a starbase to deal with... Last game I played as rebel, where there were fighters and I told it to attack certain structures, it was only issuing move orders instead of attack orders... anyone else having that issue?
The one vasari titan (not the one at the neutral world, the other) has a cone attack that sucks ships in to the front of it and converts them to resources... I enabled vasari so I could try them. I kind of hope it keeps that ability!