Cykur, you risk my furious rage. Repent, before it's too late. Grr.
Mazuo
[quote]That includes Planescape: Torment.[/quote] No kidding. I've never been able to play it because I'd only heard how great it was in the past couple years when it's been going for astronomical amounts on the various auction sites. Strange too, considering I have all my original BG, and BG2 discs and knew about Icewind Dale, etc. I guess when Torment was new, it just didn't generate much buzz in my neck of the woods. Plus, I'll be really happy to buy Fallout 1 and
Yeah, looking back on it, not sure where I got that one figure either. I was really tired when I wrote the post. I guess the dichotomy is strangest to me because both the Illuminator and Garda are very similar in game mechanics, yet there seems to be some rumor persisting that its multiple guns cut down on its damage. And yes, the -43% total damage will hurt, I think we all agree. Then again, I'm looking very forward to: [quote]AntiVeryLight attack type's damage modi
Cykur, you may want to look over my last post a little more closely. I pretty thoroughly discussed how I reached those same DPS numbers you just posted. I was mainly confused again hearing how the Garda gets its DPS reduced because it has multiple guns. When by all the data I can get my hands on shows otherwise.
Partially, but the problem I still see is that of looking at the game files themselves. I'm not using any DPS data from in-game screens. So from FrigateTechAntiFighter: [quote]DamagePerBank:FRONT 21.250000 DamagePerBank:BACK 21.250000 DamagePerBank:LEFT 21.250000 DamagePerBank:RIGHT 21.250000[/quote] And from FrigatePsiLongRange [quote]DamagePerBank:FRONT 58.500000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 30.333333 DamagePe
[quote]Each bank is listed as doing 21.25 damage. So where in the ship file does it state it gets divided by 4? Or is this some general mechanic hidden away in the main game code? To use another example, the Illuminator itself has listed damages for its banks, and yet I never hear that they're divided by 3 or some other number to make their actual damage outputs lower than the listed amount.[/quote] Not trying to divert the thread, but if anyone can explain this more clearly, I
[quote]5. Solar Wind is a term used to describe the flows of discharged magnetically attracted gas from the sun, its movement is driven mostly by solar radiation and the initially kinetic energy of its expulsion typically during a solar flare.[/quote] Yes, I know. And the force of such is strong enough to disturb other particles in the vacuum of space.
[quote]it would spread out pretty evenly, somewhat like how dye spreads in water.[/quote] The refinery has to be using some sort of force to expel the gas or else it would spread as you say inside the building itself. This force is what is causing a column of smoke. Should we see dissipation? Yes, but do you really want to pay the graphical computation cost of the dissolution of a gas? As for the drift, solar wind could be an easy enough explanation for why the smoke is movi
Let's stop giving the developers ideas, Monk, heh. :)
[quote]Why can't they slowly migrate us over to "Impulse"?[/quote] You don't call months of development of Impulse, while we got to use its forebear SDC to download patches, a slow migration? As for it all being about piracy, that's only one small aspect. As has already been explained, it's much easier to tweak one file and have Impulse update everyone's games then to have to release a standalone patch after a few months full of a large amount of fixes. Plus, the standardizat
Ah, but there's your big mistake. My criticism was substantiated, you'd have to have character for me to assassinate it, the ridicule was wholly deserved and I didn't lie about anything. As for the rest of your post, this thread has gone on for 14 pages detailing exhaustively why you are wrong. You now have the audacity to make remarks about how I should be constructive when you've refused to see reason and then continued to snipe about how useless others' posts are. You and
Pirates would scare me a heck of a lot more if they had shields.
[quote]In the event that these heinous actions[/quote] Instead of having freely distributed patches that pirates have easy access to and take longer to create to make sure they don't break things, we have a system in place that uses your registered info to download updates and can also check what game files you have on your system to avoid conflict or unnecessary downloads, as I understand it. Folks before you and even some of your previous posts have had some semblance of a po
[quote]In 1.05, X= 20.[/quote] I guess that's what's confusing me. Each bank is listed as doing 21.25 damage. So where in the ship file does it state it gets divided by 4? Or is this some general mechanic hidden away in the main game code? To use another example, the Illuminator itself has listed damages for its banks, and yet I never hear that they're divided by 3 or some other number to make their actual damage outputs lower than the listed amount.
[quote]They will do 12 damage per second in the coming patch, but that's split amongst 4 guns on the ship[/quote] I've read this a few times now in various threads, but it doesn't match up from what I've seen in the ship file. In that file, it shows that each of the 4 banks does the same damage. So what am I misunderstanding?
[quote]People hate having extra applications installed[/quote] This is the one I don't get at all. They've already stated you can install Impulse, update your game, and then uninstall Impulse. If you're paranoid about registry changes and spyware, use CCleaner to remove the reg entries after the uninstall and SpyBot S&D to search for anything you think it left behind to spy on you. Done deal. You have the patched game and nothing else besides the patched game installed.
You've outdone yourself bailknight. I had some more specific comments when playing it the other day, but suffice it to say 1.3 is so good it almost makes 1.2 look bad by comparison. *clap*
That was my main focus. Yes, the prices are going up, but you have to remember they're not just like any other frigate. The strikecraft squads can only be hurt by flaks, fighters, and special abilities. Now that flaks are no longer strikecraft death incarnate, I can't see how this doesn't bode well for carrier inclusion in fleet makeup. With careful management, expensive carriers on the outskirts of a grav well sound like they're going to rip things apart now.
I'm more interested to find out what the line about 2-3 squads will entail. Depending on which sides get 3 squads and which get 2 in their carriers...it could make things interesting. Advent with 3 squads each sounds terrifying with their already large squadron sizes.
[quote]Illums can fly along beside you across a whole gravwell doing full damage the whole time.[/quote] That's a good point. It seems though you could maintain the uniqueness of the ship being able to fire on the move by just dropping its max speed lower than its alien counterparts. Of course, then you'd be introducing a possible new problem of the Javelis and Assailant being able to run away, turn and fire, and repeat ad nauseam. Not sure how it would all work out.
My only guess would be because of the reduced range for the Illuminator. With an Akkan and Javelis pairing, while they run away, you can fire missiles for a long time before they get outside of your firing range. If the illums had to catch up to fire, their drastically short range would hamper them pretty heavily, no? That being said, I haven't played heavily since 1.02 even though I've read the changelogs and played a few skirmishes with all the recent patches. Is this not an issue
Well, I think I finally figured out my problem. Played a few hours today with no sound issues. Apparently my second video card had been dying on me for a few weeks and just a few days ago it finally bit the dust. After removing it, for whatever esoteric reason my sound is no longer crackling randomly. Don't want to jinx it, but figured I should report back even though support folks haven't posted in weeks now.
This has got to be the first time I've ever read anyone seriously suggest that a developer should abandon a very popular and seemingly profitable title a mere five months after release only to start work on a sequel instead. Fix what's broken in the first game, sell more copies in the process and then folks will think about buying the next game in the series. I would never buy from Stardock or Ironclad again if they took the approach that they just collect my dollars, release 3-4 patch
It means modders can make more than 5 capships if they want. Anyway, thanks for the update Yarlen. Glad to hear some news about 1.1 finally coming out and such significant changes that at a preliminary stage sound pretty much great.
I've tried turning the graphics down. Still happens on a random basis. Sometimes large battles can cause it, yes, but other times there can be 5 or less of my own ships in a desolate system of mine and it starts up then too. So I'm still at a loss as to how to solve this.