Yup, loaded up Impulse immediately but sadly I'm still stuck waiting for it to be registered. Can't wait until it's ready!
Mazuo
Kangaxx was perfect in that he was brutally hard, but you weren't forced down some linear path of things you HAD to do in order to defeat him. I read or saw many ways people killed him back when I still played it.
Huzzah! My long-awaited pre-order will finally do something. *froths in anticipation*
Bleh, NWN2 suffers from endlessly broken features that the numerous patches have yet to fix. Plus it is a big resource hog for how little performance you get. I can see why some are drawn into the official campaign and the private servers. There's some appeal there. I'm debating installing it again myself and seeing if I can finally get interested enough to complete the game. Yeah, Dragon Age is not running on the DnD ruleset, but no one who plays DnD games is
Make sure you're using the files from this link: http://files.filefront.com/Bailknight+11rar/;12438797;/fileinfo.html The links in the original post are from Bailknight and only work with previous versions.
[quote]both Ironclad and Stardock reps said that they were releasing sins early and in an unfinished state, for commercial reasons.[/quote] Gee, I'd love to see this quote in context.
[quote]Since the mods/devs pay little/no attention to the modding forums, or the forums in general for that matter[/quote] [quote]You guys, say "It would require a total engine re-write." I say, "So? DO IT ALREADY!"[/quote] *facepalm* As for the $9.99 'content patch' issue: Would it have been great if the entrenchment defenses and diplomatic options of the second one were included in the original release? Sure. We also would have had to wait a lon
Hardware isn't the answer if he truly was running on high and after the patch he runs bad on low. Drivers or failing hardware maybe, but an upgrade shouldn't be the suggested solution. I'd try reverting to an earlier patch and running the game if you archived one. Honestly, I can't see how the 1.1 patch could have really added much in the way of taxing your graphics capability to that sort of degree.
Just loaded the game up with the mod and it appears to be working fine. Think Annatar has said it will work in another thread as well. You should be fine.
Awesome. Thanks for the update to a great reference material. I still miss the tiny jpeg from long ago that was sort of keycard-sized so you could quickly compare damage and armor types, though. My old copy says it was by SeiraBlack and that it was last updated 2/15/2008, heh. The forum search won't return any results for me, but here's a link to what it looks like: http://img99.imageshack.us/my.php?image=sinsshipdamagechartpv1.jpg Any chance you coul
If you wanted to split your fleet in a situation such as this, about how many light frigates (or whatever other ship you choose) per carrier would you send after? Considering they're virtually empty of strikecraft, I can't imagine the answer would be a ton.
[quote]a lone Marza will melt under the combined firepower of 200 ships.[/quote] That's why it's hard for me to believe that this is the issue. Auto-attack would have vaporized the capship, and even if there were a decent number of targets in the gravwell, I'd think any player would right-click the thing moving towards their fleet and then doing significant damage. Capships would be alerting pretty quickly that they were dying and you'd figure out what was shooting them.</
Bah, it wasn't so much the estimate last time that got a lot of hate but the post on the front page saying the patch was coming out on an exact date and that everything was ready...and then it turned out to be delayed because not everything was ready. Regardless, good luck IC and SD getting us our precious Entrenchment in good shape and soon. Me want. [e digicons]:grin:[/e]
Yes, I've noticed as well that ships seems to forget about any orders you've given them if they are disrupted in some way. It would be very nice to be able to tell a fleet to travel to a system and no matter what happens to them, they'd keep that as their priority while using auto-abilities as appropriate.
I've never had an opportunity to see, but will the shield generator fail if players use abilities to deplete its antimatter reserves to 0? I would assume not.
He's referring to the Planetary Shield Generator the TEC have. I don't know about any current bug in its use, so I'll leave it to the others.
Two things I was most impressed by were the new skybox and finally seeing a shield bubble around the starbase. Mostly just the scale of it really gives the impression it can soak up some incoming fire. *eagerly awaits notification that the beta is starting*
Could it have anything to do with their charged missiles ability?
I'd imagine that'd cause a hell of a lot of problems in a game where one teammate builds a lot of culture. Would be hard to cap a planet with a time limit while you're waiting for the culture to slide back. That or having to annihilate a whole other system that's stacked broadcast centers just to recapture the first system to prevent the auto-win.
Download Impulse at http://www.impulsedriven.com/ Install it and you can update your game to the latest patch version.
Yeah, considering they have no other abilities, I wouldn't mind if they regenerated AM faster while still making it so you couldn't just insta-colonize as soon as you phase into a system.
It's great later on when you have antimatter regeneration boosts plus a higher level Kol. Early on though, the railgun is a pretty big waste of command points in my experience. The forcefield has been infinitely more useful for me in the early game.
I don't play Vasari enough to comment on most of these, however, how is Reintegration bad? Self-heals that stack with repair bay heals or capship healing effects, right? Doesn't this keep enforcers alive a lot longer?
Heh, first person to openly recognize it, Penderin. Glad to see another Xenogears player.
Now that colony frigates start with full antimatter reserves, they're not nearly as bad.