Get paypal or your own bank account? Pay a parent/brother/sister/friend $10 cash and use their card? Email ironclad/stardock sales and work something out? Don't give up quite so easily on buying Entrenchment. One of the better 10$ I've spent (:
jjandrah
I agree with Annatar - the game starts choosing things to not do when your system gets constrained. Pull out task manager and watch the Sins usage - when it maxes a core, you can start seeing these things get left out. To be honest, I like it much better than the pre-entrenchment approach of a very hitchy 5 frames/second when my CPU maxes. With a 3ghz Core 2, I reach max CPU on a random medium large map with 2 opponents. Unless you have a Core i7 at 5ghz, expect t
I'm sure this has been talked about before, but my searching has failed me. Is there a benchmark mode for Entrenchment? I'd like to do a few experiments and get some hard numbers as a result, but it's really hard to do that by eyeballing it. I'm not interested in other benchmarks (whetstone, etc), just Sins performance. edit: I'm looking for a CPU/RAM/IO-bound situation (ie huge map, late game, farthest zoom) and a GPU-bound situation (ie large combat, multiple s
I blame the Homeworld and Freespace series for this recurring phenomenon. I found that having less powerful "capital" ships is an acceptable tradeoff for commanding dozens of worlds, hundreds of ships with a thousand-plus fighter craft. Starbases partially fill that scale role for the moment. That said, I wouldn't be up in arms if a future expansion added supercapitals (:
Actually, now that I think about it, it does need a change. It needs to be fully animated and do THIS to capitals.
[quote who="Phalnax811" reply="4" id="2076898"]If one moves, they all move.[/quote] Noes! Balance does not always equal symmetry. If all starbases could move, you could not assault with a Purple Pineapple of Destiny. I like my Cosmic Octopus as it is.
Eh? What's so wrong about the Electric Space Onion? It's alien, it's scary. It's also useful from a gameplay usability standpoint in that it's easy to tell what kind of starbase it is: square -> TEC, round -> Advent, The Claw -> Vasari. Let's be constructive here: intead of naysaying, post suggestions.
I noticed a similar behavior when the AI controls a vasari starbase.
[quote who="sirphoenix" reply="19" id="2073094"]..memory performance...[/quote] This still doesn't mean that you can't gain performance by using multiple cores; it only means that you have to be more clever in how you go about it. But, more importantly, everything comes down to money. 'More clever' translates to higher development cost, and considering the same money can be spent adding features or bugfixes, IC may not wish to bankroll it yet.
It's intended; this was a change in the beta 3 notes: "-Fixed bug where research prerequisites that included subjects your race did not have access to were evaluated as being satisfied instead of not. (Mind control bug)"
[quote who="Bravenue" reply="14" id="2072927"]be consistent[/quote] From what you just said, it is indeed consistent. The implementation for ships with addon abilities is to add the button, but for ships that natively have the ability, they just grey it out.
I don't fully understand what you're posting about. If this were a car forum, this would be like saying you were about to insert a crowbar, a jar of peanuts, and some sparkle glue into your engine just to make it break when you start it, and then call up the dealership and say your engine broke.
[quote quoting="post"] I mean a evil teammate could be "resupplying you, with the docks repairing/restoring anti-matter and BOOM", Kill your whole fleet on the frontlines[/quote] You should look at the achievements thread [e digicons]:P[/e]
There was a discussion on this earlier.
The capital planet upgrade infocard does in fact show the bonus. I also notice that all types of planets now give the full capital planet bonus - no more 1.0 creds for roids, 2.0 for ice/fire, 3.0 for desert, 4.0 for terran. I like this change very much, thank you IC! (: Unless it's a bug. ): edit: tooltip >.
I had forgotten this little detail, but the Vasari dreadnaught has a passive talent that increases phase missile dps against orbital structures - does this include starbases? If I'm reading the patch notes right at 55 structure dps, this would make a Vulkoras better per credit and per supply than starfish at taking down starbases. I wonder if this was the reason Vasari didn't get anti-structure cruisers. If this is the case, maybe we'll see several of these show up in starbase assault
[quote who="Shadowhal" reply="5" id="2070494"]what then is the value of forcing me to continually observe and make sure that the orders I have given are really executed?[/quote] I still argue that it's to give an advantage to players who can pay close attention to a battle. Yes, a large point of the game is to allow a player who doesn't micro to do fairly well, but allowing skill in micro to give an advantage adds depth. Resetting orders isn't the only advantage micro gives. C
If we're using today's world as an analogy, actual prison labor is cheaper but less productive per worker. ( link ) I think the way it is now makes sense , and more importantly, makes an interesting tradeoff for gameplay. That said, I do still sometimes get confused when interpreting the +/- percent buffs/debuffs, and this was one of them.
Are you sure that it's not the resource boost that Capital Planets now provide?
The green beams are something to do with Vasari attacking. They've been there before Entrenchment, but embarassingly, I don't know what they are. [e digicons]:\[/e]
A fully leveled Vasari starbase is supposed to successfully assault the other two races' starbases. When the AI uses it, however, it doesn't prioritize the starbase itself. In my case, I had a trade dock on my Advent starbase, causing the offensive starbase to forget what it's doing and shoot the trade drones. Since it appears that the anti-structure weapon bank only hits one target at a time and trade drones spawn fairly frequently, I was able to kill the starbase while only dropping to half
After fighting a Vasari AI as Advent, I found a mine clearing tactic that wasn't very obvious. The normal flow I had is to jump in, dodge the mines, nix the starbase and tactical structures, liberate and colonize the planet, and move on. This leaves lots of cloaked mines and logistics, but delaying my fleet means giving the enemy an advantage. Solution? Three scouts and a starfish. The starfish, with it's huge range, structure damage, and many targets means that it cleans out
Just a few more: Gulliver: Defeat 9 allied Easy AI opponents. Healer LFG: Heal 2,000 allied hitpoints. The Gandalf Maneuver: Defeat an 800 supply fleet with only stationary defenses. Large Hadron: Cause 200 strike craft to collide with Magnetize. Exterminator: Provide information that leads to a bug fix. Riot Patrol: Push 50 ships. Helm's Deep: Achieve four friendly starbases guarding a friendly colony. We Wi
[quote quoting="post"]it limits my ability to focus on other tasks.[/quote] That's the entire point. Stuns allow a player who is paying attention to snare a retreating capship from someone who isn't. They also allow a player who's paying attention to halt some of the more powerful abilities - Marza fleet nuke, Egg planet suck, and taunt+malice+retaliation. Also take note that the stun abilities are placed on the "weaker" capships (Akkan, Pepper, Marauder) to help balance them out.
I absolutely love the new Colbalt sounds. Excellent job, guys!