I'm noticing that, especially after re-loading a saved game, my Greater Nanite Swarms and Combat Nanite Swarms are no longer attacking. they move into position, but don't shoot. The other two types of nanite swarms seem to be doing their jobs. Anyone else seeing this?
ckotchey
I noticed this today too - hopefully they can clear up the weapon's description to match its capability.
My fix for this issue seemed to be related to another app I was running at the same time - I was using an X client called "Exceed on Demand" - I noticed this app was being brought to the foreground when Sins died. I stopped Exceed and started Sins and it started fine this time, but I noticed that the default resolution Sins used the first time was very low (1024x728?). After I reset the resolution to my "normal" (1600x1200), I was able to run all my apps (and Sins) with no problem
Mine crashes immediately when I try to start it too - instant mini-dump.
Playing a game as TEC Loyalists, I saw two things odd with some hostile culture spread that I don't know are bugs or some new behavior in rebellions. This is with the current Beta 2a. 1) After clearing a planet with too much hostile culture to colonize - in Trinity, I could typically just wait it out - eventually a planet in hostile culture would become colonizable anyway after a certain amount of time. But in this release, there didn't seem to be such an allowance
I found what I think is a very minor UI bug in the lastest Diplomacy release - When playing as TEC, I noticed in the Research GUI, Diplomacy section, that the item I'm currently researching does not "glow" as it does in the other menus when I'm researching other techs in other categories. Just now testing it, it appears to be the same issue for the Advent's "Understanding" tech items, as well as the Vasari's "Manipulation" tech items as they are being researche
Better armored siege frigates, and new bigger siege cruisers.
Thanks for the information! I've never played multiplayer, so I'm sure I miss out on all the optimal strategies for doing things that people learn online. I still would vote for adding a bit more armor to the siege frigates - even if only available as a researchable tech (ablative armor or such?). I think it'd be nice too to add some sort of siege cruiser - with extra armor, bomb capacity & power, and maybe some minor defensive capability similar to flak/re
So then the final question I have on this topic is that if nobody uses their seige ships until after all of the major battles have taken place and have been won (leaving only the planet behind, I assume), what would be the use of such starbase upgrades such as "Auxiliary Government"? I would assume that nobody would use this, knowing that people tend not to go for the planet before the starbase (and other defenses as well) is destroyed?
In every game I've played (I only play solo/AI), I've found that nearly always, building the planetary bombardment ships (for whichever faction), turns out always to be nothing but a waste of time money and resources. when part of my fleet, these ships are always the first to be targetted and destroyed, and never last long enough in battle (much too lightly armoured) to be worth almost any effort in building them. Thus, I've never destroyed a planet until after all other defenses
The last few days I've been playing Entrenchment solo, and the only big setting that I'm playing with differently lately is to turn off the pirates (i.e. "Pirates Inactive") because I'm sick of the last-second bidding-festivals that wind up blowing all my money only to get attacked anyway. But besides that point, I noticed in the last game I played, I several times heard the pirate audio cues like "there's no profit in attacking an empire!", and looked at the pirate screen to notice t
I have to agree with the original post in that I'm finding the pirates to be WAY to strong early on in the game. I'm trying to play a simple 6-player FFA against 5 AI's (i.e. solo game) and I am finding myself doing absolutely nothing in this game but deflect the pirates. I haven't been able to expand beyond 5 planets because by the time I fend off the pirates with a few ships to spare, the next wave comes rolling in. Really... 28 pirate ships per wave this early in the game
Great, thanks! So it wasn't just my imagination that a diplomatic vicotry in a locked-team game isn't a good combination. It was also unclear in the game whether diplomacy were points that were gained "per-achievement" vs. points that are gained compounding over time. Slowly figuring it out.
I am really struggling to understand how the whole diplomacy points/diplomacy victory system works. As I try to learn, I just played a single-player game with 4 players: me+AI vs. two AI's, with teams locked. I began playing per my usual strategies and started noticing that the two enemy AIs' diplomacy points were rising very quickly compared to mine and my partners. Again, since I don't nearly at all understand what factors contribute to these rising points, I had n
No mods. Hm. I started a new game and everyting is fine, but when I re-load my saved game (Played on the Triad map), those options dont' work - the colored skyboxes are stuck on. Oh well, maybe that one game got goofed up somehow. thanks for replying!
I just installed Diplomacy yesterday and noticed today that although still working when just running Entrenchment, while running Diplomacy, the two skybox effect options - Deep Space and Colored Skyboxes, don't do anything. The game seems to be stuck always showing/using the colored skyboxes.
[quote who="sesmet333" reply="11" id="2366330"]hmm personaly I dont think the game would be well suited to a campaign, it was obviously designed as a massive (and I think primarily single player) skirmish game and thus making a campaign could be hit or miss[/quote] I disagree with this - in fact, I think it'd perfectly suited for a campaign. For me, the best thing a campaign can do is, if properly designed, act as a tutorial mechanism. The campaign is laid out in a number
I'd like a few minor UI updates: I remember the other players simply by color (e.g. allied with red, enemy to orange). When i see a whisper message from the "Frobozz Empire", I have no idea who that is - I need to then pull up the diplomacy screen to figure out which color player is associated with that name, because all messages appear in the same green color. I'd like these text messages to either appear in the appropriate color for the associated player, or some other
As a newbie who hasn't played the game a ton of times, I've been thus far impressed with the AI. Or, at least, I can say that I've had quite a few "wow" moments saying to myself "wow, I didn't expect the AI to do that!" For me, it's been some simple things, like watching the AI retreat from a battle when it starts losing, or being unexpectedly blindsided by a flank attack by them. I'm trying a 3-teams-of-two solo game now and have been impressed with my partner calling for h
I've been thinking a bit lately about the pirates and trying to think of how they could be made more interesting. I like the idea of having them in the game, but they seem to get just plain tedious in their blind "attack until we're all dead" philosophy. I haven't played a lot yet, so I don't know all of the rules regarding how they play, but how about some of these ideas: Do they get harder as the game progresses? I'm not sure, but if not, they should, in t
Ok, here's another simple one from my newbie mind, since I just played enough to traverse to distant stars and/or through wormholes... I'd like to see the phase lanes for star-to-star transits, as well as those for wormhole-to-wormhole, just as I can see the intra-system phase lanes. Maybe even in a slightly different color? I think they should remain "invisible" until you research the appropriate tech, though - keep the mystery.
[quote who="Mooster" reply="2" id="2215976"] On your fifth, do you mean instead of having to click on it and get a message to get the level required? It just show up like this: Current level: ______ Next leve when cap is: _____________ and on your final, I don't mind it though. I something do forget that I actually paused it lol. [/quote] I follow you there, but because of the confusion between that button being actually greyed out and not se
[quote who="TheRezonator" reply="1" id="2215876"]yeah, i agree removing Phase jumping ships from the empire window most jumps are so quick, in the time you get any useful info from it, the jump is already over[/quote] I like it, but perhaps the "phase lane" section in the empire tree could appear last, instead of first, so that you don't see it if it's too far down on the list, and it doesn't continually shift all the entries up and down as ships enter/exist phas
I'm rather new to playing the game, but have developed my own little "wish list" for the GUI in the game, so forgive any of my oversights... Most are minor, annoying, and probably very easy to implement. Ship group identification. I love grouping my fleets with the Ctrl-# keys to select them as needed, but I would love to see, as many other RTS's have, some sort of identifier on each ship as to which group they belong to, whether the ship is chosen individually, or