I believe if you want to rollback to 1.04 you'll have to uninstall/reinstall and then use the 1.04 standalone patch.
Mazuo
[quote]Vasari scouts, unlike TEC and Advent, suck in combat.[/quote] Why is this, RA? A quick perusal over the gameinfo suggests that they do more damage than either of the other races' scout ships with a small disadvantage of not as much shield strength. Edit: Is it the higher slot point cost that troubles you?
Interesting assumption there Siddy. Oh well, sorry if I hurt your feelings if I agreed with others in this topic that half the messages appear to be scrawled in crayon.
[quote]NO, Stars won't break trade chains, and Stars DO count as part of the trade route. Wrong again, Mazuo.[/quote] Good to see you've resorted to stalking me now, SageWon. Still all broken up about the other topic, eh? I went off of what Annatar has stated in the past. If you want to disagree with him, please go right on ahead and fixate on him for a while instead of me. If I've remembered what you stated incorrectly Annatar, please do correct me.
Lol. Are your feelings so hurt that you have to make up stuff now? I never claimed it wasn't possible that Hard was receiving a boost. I said, on multiple occasions, that you hadn't proved such. Good to see the same folks that can't prove a point will resort to bald-faced lies. From my very first post: [quote]I'll wait until Stardock or Ironclad gives us info to this effect.[/quote] Stardock replied, and your side proceeded to throw out your claims that the
This entire thread seems to be devoted to two clans that can barely form a coherent sentence gibbering at each other. Amusing to read, but ever so painful at the same time.
This sounds more like the Overseer's Reactive Nanite Armor ability, and I could have sworn Kitkun replied to a topic like this one just a day or so ago. As far as I know, however, the Overseer's ability isn't broken currently and you shouldn't be having such horrible losses against them.
[quote]And generally in science, people don't disregard observations and experimental results because they conflict with what some higher power supposedly said a long time ago.[/quote] Nice stretch there trying to compare belief in God to written notes from the developers about a game they designed. I must have missed the patch notes section in the Bible explaining how the world works. If you can't understand that a hypothesis that you believe matches your observations is not to be la
Generally in actual science, a hypothesis based on observational data doesn't have scientists jumping up and down screaming how it's now fact and you're ignorant and stupid if you don't accept it. Considering you're talking about the scientific method, I expect you should know this.
[quote]Mazuo, I am ending our dialoge right now until you actually look at that picture.[/quote] Always enjoy the maturity around these forums.
I can't tell if it's your issue, but you mention your route going through a star. Stars don't count for longest trade route. They break trade chains.
[quote]Because I was already there...[/quote] Which sounds more like a complaint that you were a better player than the other guy. Without any more details than that, that's all that can be assumed. The only answer to why he couldn't skip that world and colonize the asteroids was because you did it first? How does that relate to the map being unbalanced?
Hmm, well that's good to know Annatar, thanks. Makes me want to play Vasari a hell of a lot more, that's for sure. As for those wondering what the fluff behind shield mitigation is, it's described as analyzing what incoming weapons fire is attacking the ship and adjusting the shields to best compensate against it. Thus why mitigation starts off at a lowly 15% as you are unsure as to what is going to be trying to tear your shields down.
I guess I'm missing why he had to go straight civ and colonize the volcano world. Why not just eliminate the forces there or ignore them and go colonize the asteroids?
Well, keep in mind that you can still select all carriers at once and setup how many fighters/bombers you want. Shouldn't be [I]that[/I] much clicking.
[quote]Shield Mitigation – This is a special trait which all shields share due to the nature of how the protective barrier is formed. As a shield is assaulted, computer systems automatically adjust its harmonics to match that of the incoming weapons‘ fire. This has the effect of reducing the amount of damage done to the shield by completely negating a certain percentage of the enemy weapons attack. [B]Once the primary shield has failed, emergency generators are brought online to maintain this la
While I agreed with the last post I saw from Annatar on why this wasn't needed, I do like the reasoning proposed in this thread. Completed carriers not having loaded squadrons is like Kodiaks not having autocannons unless you click a management button and enable them.
Nothing's preventing you from expanding quickly in a setup with a homeworld with one exit. If I'm incorrect and there is, a few less quips about how I must be terrible at MP and a few more pieces of info next time, please.
Hmm, perhaps I remembered the details incorrectly. That does sound right now that you mention it. I would have linked the thread myself first time I posted but the search function, as per usual, was borked for me.
I guess I'm failing to understand the link between number of phase lanes emanating from your homeworld and whether or not your fleet gets crushed. Having your unified fleet split up trying to defend multiple worlds is somehow going to result in an easier battle?
Well, you are getting three times the squads you used to receive, right? So just think of it as 6.7 supply per strikecraft squadron. Doesn't seem so unreasonable then.
Good find. I'd suspect the building of multiple ships has something to do with using shift, considering it's also used for buying/selling larger portions of resources. I haven't ever tried key remapping, so can you change it something not using the shift key or is that the only one available? If so, I wouldn't mind hearing what the results are then.
There have been multiple reports of recently constructed phase gates not working properly. I don't honestly know if this was the case in your game. Might want to do a search of the forum to find those threads to see if they apply to your situation.
While I'd agree the planets on top of one another would be a nice issue to fix, is having one phase lane from your homeworld really that bad? I personally love when that happens as I no longer have to worry about defending that planet and can instead keep my entire early game fleet at the next world in the chain.
I'm not sure how you seriously think I owe you anything. I said all along it was a possibility but that you hadn't presented proof of it. Kryo has now posted and suddenly official comments are valid in your eyes. Good for you.