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01lude

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Everything posted by 01lude

  1. 01lude

    SVN Update Log

    runtime error on startup anyone? or is it just me?
  2. 01lude

    SVN Update Log

    Yeah you are right about quick load, it worked fine after that. I just don't understand how it could "run out" of ram like that. I have large address aware on. 4GB ram, system managed pagefile with SSD, and have not touched any pagefile or memory settings in a long time. I have all the races enabled except for Vong, with "core" set to load at the bottom as per the instructions. This is the 3rd time in a week that I've had a mini-dump late in the game. I play 1-2 games per day on medium (enlarged) vs 2 normal AI, so it shouldn't really be THAT taxing to system resources. It could just be time to vacuum out the dust from my PC case again. Maybe it's nothing.
  3. 01lude

    SVN Update Log

    also been getting minidumps the last couple of iterations, after maybe an hour or so.
  4. 01lude

    SVN Update Log

    "Shift power to siege guns" ability for planet bombers isn't working. I don't really understand why but planet health does not drop at all.
  5. 01lude

    SVN Update Log

    Old Rep is missing Golan III research button. It only has the clone corps button.
  6. The Imp I cluster warhead thing doesn't auto level. You have to click it manually. Late game when you have like 100 Imp I and Imp II SD's, it is impossible to find your Imp I's on the list, and it is impossible to click them all. I think there are a couple of other ships that make you do this as well? I can't recall them right off the top of my head though. So basically I just stop buying ships that require a lot of micro management so that I can spend time on actually playing the game. I spend so much time looking for ships on the list on the left hand side because they ALL have the little "+" symbol next to them, then half the time I try and click on them and I mis-click because the list itself is jumping around, and then by the time I actually start clicking on upgrades I start hearing things like "your capital ship has been destroyed! your capital ship has been destroyed!" and now I'm all in panic mode because I have no idea which planet is under attack and which of my fleets is being killed by an enemy supercap. I'm not really sure if there's anything that can (or should) be done though. Just giving my honest feedback here. I also feel like the AI is overpowered in the early game. You almost HAVE to get starbases up ASAP because they will find you and bring at least 5 capital ships, all level 3 at least. And those pesky planet bombers with the speed boost, the AI has a field day with those. They will pump out 8-9 of them and they WILL find an undefended planet because they can speed boost in and out of your systems faster than you can build defences. Finally I have noticed that the AI doesn't like to upgrade their weapons and armor. I have not tested manually setting to "AI researcher" though. Late game all their ships still have low armor and damage. again not ranting, just honest feedback. cheers.
  7. 01lude

    SVN Update Log

    backup shields not auto casting.
  8. 01lude

    SVN Update Log

    Twas a little OP... Though the autocasting of said kamikaze could do with some tweaking, it's basically a manual tech. I just tried sending a boat load of core ships hoping to see some mass auto-destruction but it just didn't happen. most of the time they don't reach their target before dying. I kind of want to try maxing out logistics with self-destructing core ships now.
  9. when the NR Majestic class levels up, the siege turbolaser seems to level up because it becomes click-able but I'm not really sure that anything is happening. Do we need to click on it to level up?
  10. 01lude

    SVN Update Log

    getting minidumps on sins startup as of rev 981
  11. the fleet sizes required to win are so big that its too hard to keep track of all your cap ships. when they level up you can't find them in the sidebar because you have like 40 of them to click thru to find out which one leveled up so that you can upgrade an ability. its hard to find the 1 with the upgrades because they all appear identical. maybe there is a way to make them more easily visible on the sidebar? i mean to distinguish the upgradeable caps from the non-upgradeable ones. does the AI have a damage/armor bonus or something as well? they feel a little bit hax to me. ive gone into battles expecting to win after analyzing the enemy fleet, and all of a sudden my cap ships start dropping like flies and the AI swarms all my planets at the same time shortly after that. this is vs 2 normal AI on medium or medium-large maps. I also noticed that the AI frequently ignores the pirates and sends planet bombers to your planets as soon as they are scouted. I tried picking medium-large maps instead of medium thinking that it would give me more time to take over some planets, but it doesn't seem to deter the AI. usually by the time ive taken over my third planet, the AI is already sending planet bombers out. its almost impossible to defend this and take over new planets at the same time because you cannot have golans up that early, and they just fly around missile defense platforms/hangars to avoid them so they are basically useless. NR likes to spam Defender cruisers to bomb planets, and they are really fast so its hard to defend against.
  12. been playing a few games and im getting swarmed by the AI. I tried your new quick start thing (medium) with a high income planet and wow that AI rushes with like 40 or so capital ships. I had a mon remonda and like 20 dauntless class ships and got overwhelmed by a normal AI with a crap load of level 3 cap ships, along with TWO genosian dreadnoughts. The AI makes a good mix of ship types, not really spamming 1 type of ship. I guess with all the money I could have massed a bigger fleet but I figured once I got the MC80B it would probably be game over. AI attacked on 2 fronts and just completely overwhelmed my fleet. my shipyard planet with 4 golans and loads of defenses held ok though. I just had never seen a fleet that big from a normal AI before. wow.
  13. lots of CIS ships cannot build the nanex interceptor, only the advanced bomber.
  14. thanks. i must have failed to read a faq somewhere.
  15. what about for other factions where the two supercap choics are more equal? CIS for example can only have 1 Malevolence. Can 1 Allegiance SD kill 1 Malevolence? I'm pretty sure 4 Allegiance can kill 1 Malevolence fairly easily. And 1 Executor vs 1 Malevolence is just... on another scale completely. So why even choose the Malevolence over the Genosian dreadnought if you can get 4 dreadnoughts? it would be the same for the Mon Remonda or Mandator vs Executor or Viscount. You would need at least 4 MC80B's versus an Executor or Viscount class.
  16. maybe im mildly retarded but i cannot find a logout button on the forum. this has been bothering me for some time. thanks.
  17. Just played a game with Empire where I had 4 titans somehow. I didn't realize it, but I randomly heard "we've lost our titan!" so I zoomed in to check my supercap and she was fine, but I had 3 more waiting for me at my home planet somehow. I had lots of resources but it wouldn't build more than 4 total. This was the smaller Emp supercap, not the executor. edit: actually maybe I only had 4 because i stopped researching logistics. I wonder if there is no limit to supercaps?
  18. Are you guys still planning to add more ships? There are still lots of open slots is the reason I ask. I forget which faction it was that only had like 2 or 3 cruisers to choose from with all other slots empty. edit: just checked and it was NR that only has 2 cruisers if you don't count the CC-7700 and the constructor. Do you think the CC-2200 and 7700 should be in the frigate slots instead? also just noticed that the Empire broadside M-CRS is a capital ship. Is this done on purpose? I only ask because in the Ent version it was a cruiser. Also I think the NR had double of those refitted dreadnoughts (forget what they are called now), 1 in the cruiser slot and 1 in the cap ship slot. I guess it was probably done on purpose just like the Imp SD's and the Nebula SD's.
  19. 01lude

    SVN Update Log

    silly minor oversight, you forgot to add all the shipyards to the home planet for this new "quick" start thing. seems like a good idea though.
  20. yes you can give it movement orders but it doesnt move. it seemed like it was too close to the planet when it warped in so it couldn't turn. could have been just a 1 time random bug. i will try it again. edit: confirmed, mandator is stuck. edit: empire allegiance class is also stuck. have not tested other supercaps so it is possible that more may be stuck as well.
  21. republic supercap mandator gets stuck at home planet after warping in. rev 970
  22. Mon Remonda didn't warp in. It just said "we've lost our titan!" and then nothing happened. It feels weird when ships level up but there is no ability to upgrade. CIS Malevolence levels up but has nothing to click on. From the very start it has an extra level.
  23. CIS munificient SD craps out constructor ships instead of clones when using the sensor scramble ability. you can build starbases with the constructors if you do it before time runs out and they disappear.
  24. and it seems we can only have 1 supercap too. i finally got it to build one but the process to build them is complicated and confusing. the entrenchment version was much easier and you could have more than 1. i'm still not totally sure how i got to build it because of the autocast thing on the shipyard was confusing, and then it just kind of warps in instead of being built. normal intuition is to click on the home planet and then click on the supercap button, but this doesn't work. it keeps saying that you need to research 1 point in "this exists for the AI to function correctly." and then the autocast thing on the shipyard spends your money for you even if you don't want it to. the worst part is that you are limited to only 1 supercap though. you have to choose which supercap you want between the two, you cannot research both. so the way it stands right now I prefer the entrenchment version to this one.
  25. so we can only have 1 super cap shipyard and it must exist only at our starting planet? and if it gets blown up then we can never build super caps?

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