How you get it to happen is that you set the battle to be "Flagship suicide", then you build 50 frigates to rush the enemy flagships and you GET both infrastructure and population INTACT. Here some proofs. Can you be a bit more specific about what exactly you're doing?
kryo
7000/1500 infrastructure? I'm betting Ironclad will want to see that...
Hmmmm, if you destroy a planet's infrastructure without killing it's population totally off, do you get to keep that pop number when you colonize it? As far as I know, you can't wipe out one without the other... Actually I've had it happen once, but I wasn't able to reproduce it.
April 26 Gameplay Idea to limit sensor range and/or add stealth ships ( Link ) Do you think that there would be any points to including some kind of range-related efficiency to the sensors, along with the stealth value of the target? (and multiple ships stacked in a fleet would have abyssmal steath value - except if they were all specificly
Waffle Toasting Slots? I'm gonna go with that one, a fleet needs to be well fed. They're for bagels, actually, but yeah.
Not currently, no. You basically just nuke it and plant a new flag.
So by purchasing with tokens I can still get into Beta 1 and start playing now? Correct.
April 25 Slow day... not much of note besides the ongoing Point Defense discussion.
April 24 Gameplay Suggest making the effect of Bounty/No Bounty at game start clearer ( Link ) the bounty toggle doesn't actually disable the bounty system, rather it determines if everyone starts with bounty already on them or not. Change the Bounty option to Start with/without Bounty to be more clear on that point Ide
In mid-June, everyone can look forward to the Beta 2 release of Sins. Beta 2 will remain TEC only and the focus will be on single-player gameplay dynamics....... This extended release schedule means there will be two additional betas after Beta 2 that will focus on multiplayer content. From the Community Update thread.
IMO it's another of those things that, while it might be realistic (the gravity wells are most likely in the light-seconds range, so it could happen but any effect would be miniscule), it'd really just complicate things so much that it'd make it much less fun, and increase the processing load considerably.
Pathing and formations are still being worked on.
(which is part of the background) but it doesn't cast any light onto the planet (as you can see in the first picture) Yes, the skyboxes are just textures. They don't actually cast light.
You may want to try archiving what you have now then, then removing and reinstalling to see if that gets you properly up to date.
Does SDC say you have the .010 version installed already?
ie the ships in mine groups 5 the ones on stardock central groups of 10 It's been that way since the last patch (010) posted back at Easter.
I can't say as to how any selection will be for potential private betas of sins, but in the past (for GC2) it went to those testers who gave plenty of useful feedback, were good forumers, and helpful in general.
Change the Bounty option to Start with/without Bounty to be more clear on that point Kryo. FYI, I'm the forum moderator, not a dev (devs will have Ironclad icons on their posts). I will add that point to tomorrow's feedback roundup, though.
marauders option referring to the pirates that guard unclaimed planets? Or will there be marauders that well...actually maraud? ATM the toggles for marauders and bounty don't seem to do anything Marauders aren't actually in at the moment. AFAIK the bounty toggle doesn't actually disable the bounty system, rather it determines if everyone starts with bounty already on them or not.
April 21-23 Technical Error message "SanityCheckManageSquadType failed: ManageSquadType=0" ( Link ) Happened again today on 0.62[b].010. Same scenario: colonized a contested planet, queued up several hangers, began queuing up their bombers when the planed was bombed to death. I'm not sure if actually clicking the button caused it or if it w
As you can see, the lights glow (on the bottom), I made sure of this by rotating the battleship around a bit. It is glowing despite facing the star, with the light of the background on the back, which would cause the lights infront to glow. You seem to misunderstand how the glowmaps work. AFAIK, lights in the glowmap simply remain a fixed brightness regardless of lighting or lack thereof--so the glowmaps will always be the same brightness even when the sur
April 20 Technical Queueing issue with Data Archive Artifact research and Scout Probes ( Link ) Data Archive: When you queue up research in this category, all research queued subsequent to that should be at the reduced cost granted by research into the data archive. This is because you don't actually start those topics until AFTER the data
Sign me up for some Caramel Delights! ...they're always called Samoas here. Our version is superior
April 19 Technical All orbitals autodestructed when a planet was nuked (NOT the last planet of the faction). Possibly modding related. ( Link ) @Trist - that has not been my experience. My last game I had over 8 planets and I purposely left a built up planet undefended except for only guns (working on my Gauss Gun mod). The AI sent two flee
April 18 Technical AI threatens allied players under locked teams (IC) ( Link ) I'm playing a game with locked teams at the moment. One of my allies and I controlled almost all of one system, and I was moving my fleets to finish off the last remaining enemy home world. To get there, the fastest