You're on fire tonight, Blair. At this rate, what are we going to have to complain about? [e digicons];P[/e]
Mazuo
I'm not crazy! Woo! The doctors were wrong!
Alright, nearly 1 AM here so I'm going to have to quit for tonight, but I'll get the other two races done tomorrow. Created a new game and played until I had one of every TEC ship type. No other ships blink besides the Garda. Even checked trade ships, though forgot refinery ships. Will check tomorrow before moving on to Advent and Vasari. While checking this out, I stumbled upon a few other bugs or very minor items that probably should be fixed: 1.
[quote]Leading the new operation were James Ohlen, lead designer of the original KOTOR, and Richard Vogel, former vice president of product development at Sony Online Entertainment, developer of the only current LucasArts MMORPG, Star Wars Galaxies .[/quote] I'm a little worried that one of the SOE guys is a big name in the new development. I never played SWG, but I heard many horror stories.
Preemptive 'Huzzah!', then. [e digicons]B)[/e]
Yes, but you just answered your own conundrum. If capital ships need to be weaker early on, keep their mitigation and damage low then. As they level up, which takes considerable time through experience farming and considerable credits through purchasing levels, increase mitigation and damage output along a balanced scale. By this process, you could end up with level 10 capital ships that are still far from invulnerable, but also not able to be vaporized easily by coordinat
Well, good to hear the fighters are fixed. As for the Garda, I'll try and explain in detail what I do to produce it. I've also PM'd you with a download link for a replay, even though I'm not entirely certain that will be helpful. I start a new game on a random small 2-player map. Immediately construct mines, upgrade planet population and build two military research facilities as soon as the resources are available. Research the Garda, construct and send to a ju
Not to mention it's pretty hard to imagine the Vasari allowing dissenters among their ranks. The TEC on the other hand have the problem because as long as it's less costly to allow the pirates to roam around, they'll do so. It's only when they make a mess of things that the TEC seems to care about removing them.
You could, but then you'd have to rework other parts of the code to establish that I'd wager. Additionally, it'd suffer from rare but possible ships leaving the factory bumping into other objects or getting stuck.
I wouldn't mind the disembarking from the shipyards part of the idea. I can see one problem with it though and that's while you're waiting for that ship to turn or just accelerate forward, the next ship can't be built while it's in the way. I'd assume that's why they pop out in the current game to avoid such headaches. As for the actual building animation, I like it as it serves its purpose. I don't think much would be added by spending lots of manhours just so you c
Yeah, but you're doing something wrong if you need a starbase at every planet. The whole idea is to build it where it offers good bonuses or to build it at chokepoints that protect several planetary systems behind it.
Sorry, should have described that better. From what I can see, it appears the model itself and the infocard that pops up when you mouse over the model alternate between existing and simply disappearing completely, rapidly and repeatedly. I'll probably try another game, but I can confirm that in two games in a row with the most recent patch this occurs.
With the toggle working fine for those who do or don't wish pirates to attack them, I think it's certainly time to revisit their difficulty. I can't speak for everyone, but those of us who play with pirates on I don't think would mind if they were transformed from minor annoyances with cardboard defenses at all levels of bounty into something tougher. What would be great is that at the smaller bounty levels, pirates only sent what we're mostly seeing now. A few planet bomb
Heh, no different here. Just throwing guesses out hoping they stick. [e digicons]:grin:[/e] Here's hoping the devs can answer.
[quote]Are there any gameplay changes that make it more rewarding for turtle/conservative players like me?[/quote] Heh, you really need to do some research on the micro-expansion. Read some of the front page previews from Gamespot and IGN. Entrenchment is all about its namesake and giving options to those who want to defend precious planets. There are epic starbases that can be upgraded to accomplish a variety of tasks and apparently grant bonuses depending on wher
Is it possible distance of the phase lane is a factor? If so, it would skip the homeworld as it thinks showing the longest legs is the right way to display the trade routes.
I hadn't checked Advent and Vasari so I just went and did so. Both their types of strikecraft appear the same with bloom on or off. Loaded my TEC game and the fighter model seems to be alone in its glowing issues with bloom. If you haven't seen my other thread though, there does appear to be a unique problem with Gardas flashing as well as their infocards when you zoom in on them during a jump. Checked all other TEC ships and none of them suffer from it.
As much as I really only care about TEC, I'm just on the edge of my seat to finally see some of the Advent and Vasari changes.
So your argument is that there better be $30-40 worth of expansion in a $10 product or you'll be mad. Great. Keep in mind, unlike your analogy, no one's taking your money here. If you feel Entrenchment doesn't warrant your dollars, don't buy it.
Ouch. I was afraid of something like this when I started playing the beta again and was enjoying the auto-control group additions. I'll have to play later and see for myself.
That does make me wonder about the Kostura cannon. If it can disable starbases within the gravity well of a planet...yipes.
I first noticed this problem last night during a game, but waited until today to see if a computer reboot and reload of the save game would correct it. Unfortunately, it persists. Playing TEC in a long SP game, I noticed that Garda flak frigates seem to be unique in that their meshes flash constantly as well as their info cards during a phase jump. I'm going to start a new game and see if the problem exists there as well. Can anyone else confirm this happening?
You're already updated to Beta 3 then. You can verify this by launching the game and seeing v1.096 in the lower right corner.
What version are you running? I'm not certain, but it sounds like one of the fixes where captured ships were not shutting their abilities off when switched to another team might be the problem.
With bloom enabled, TEC fighters glow. TEC bombers do not share this problem and when bloom is disabled the glowing is removed.