Indeed, you wouldn't have access to those resource 'roids if you couldnt' recolonize the dead asteroids.
LogicSequence
Those who preordered will be able to change to the collector's edititon, right, right? *drool*
[quote who="Rovert10" reply="3" id="3155211"]Quoting LogicSequence, reply 2I too, want to turn it off completely. I don't ever use it. I find that very hard to believe. Everybody has to use it for 1 thing every once in a while. It doesn't even take up such a large part of the screen. Just use stacks and compresses into like half the size.[/quote] Sorry to burst your bubble, but i really don't use it at all. I minimize everyt
I too, want to turn it off completely. I don't ever use it.
Regarding #5, i think it is intentional that you don't have access to the artifact any more. However, i think that once you strip an asteroid with an artifact to the core, all the badges and text blurbs about an artifact existing on that planet (there is no more planet, just empty space) should go away, as not to be misleading. That's more along the lines of what i meant.
The following are several bugs i've noticed in my latest game. My apologies if they are already known. 1. The Advent's ability to generate culture automatically on their planets (via tech research) does not go away if the planet is bombarded. Meaning it's possible (moreover, i had this happen) that you can run through their entire territory destroying every planet and not be able to colonize a single one because they are all still gene
[quote who="kryo" reply="10" id="3148682"]Quoting ice27828, reply 8 someone has posted a link that enable the conversion of 32-bit programs into 64 bit. I am not sure if that would work for sins but if someone were to give it a try it wouldn't be the worst idea. Large-Address-Aware is not the same as native 64bit. The LAA header just expands the portion of the 32-bit address space that the program is permitted to access; they're still 32-bit.[/quote]
Obligitory bump so the devs see this.
I do beleive it is, seeing as it disappears quite nicely if all the remaining AIs ally with the pirates instead of the scenario i outlined above.
Oh and i have pleanty of savegames that you can load if you need one.
Hey there devs, small UI glitch here. In this scenario, 2 AIs have been defeated and 2 have allied with the pirates. I eventually kill off the last remaining AI who was not allied with the pirates. The pirate bounty box does not disappear when things happen this way. Screenshot below. (click to enlarge)
I beleive it's meant to indicate, as the voiceover suggests, that the rebel vasari are our only hope of forming an alliance to stand against whatever is chasing the vasari.
[quote who="Timmaigh" reply="88" id="3144865"] Quoting Yarlen, reply 45Let me just say that I'm playing Vasari Loyalists right now and they are fantastic! You guys will need to be patient a little while longer though. No, we dont. Are you aware that spawning phase stabiliser in the gravity well of Sun will cause the game to minidump? And i agree that they are fantastic....was bit scared and overreacted, when i saw the Ch
Thanks for the info Yarlen! Makes sense.
Did the inability to clear mines get fixed? Coronata titan's capture world ability? Yarlen, could you take a moment to explain the thinking behind reducing the tec titans' weapon damage?
Tuesday has come and gone my friend. :p
I see the same bug, it identifies EVERY planet as THE artifact planet. Definately a bug.
[quote who="Vash_AMR" reply="70" id="3141736"]Vasari very powerful?.... you can be very powerful with any race, you must know the ability and weakness of all races[/quote] Indeed, i personally prefer the Advent. To me and my gameplay style, they are the ultimate force. I can steamrole the TEC and Vasari with an Advent fleet way easier than the other way around. But this is because of my gameplay style and knowing strengths and weaknesses. To carte blanche state
I too have noticed quite a slowdown with large fleets in battles. Much more so than in Diplomacy (can't speak for the previous beta as i didn't have it). I've paid careful attention to my graphics card stats, memory stats, and processor stats and i can say with a fair bit of certainty it's not the video card or the memory causing the bottleneck. Video card is rendering at ~60 fps and running below high load temps, memory is steady at about 1.5 Gb usage, with
Both Vasari races are likely "ready" in the same sense as the other factions are "ready"; they're just not enabled. This is likely for two reasons: A. Contrary to popular belief beta testing does actually require "testing", that's why it's not called Beta "get the ga
Just noticed this as i was playing. Discord battleships are using they're level 6 ability, Revenge from Beyond, continuously whether the ship is in combat or not. This is exactly the same behaviour as the guardians ccontinuously using their shield ability. The only way to stop either of these is to turn off autocast; not exactly what you want to do unless you're ready for a lot of micromanagement.
I've run into this bug as well, my gaurdians are casting their shields nonstop whether they are in combat or not.
Definately noticed this bug as well. You can't detect mines with scouts to destroy them (TEC and Advent), nor does the drone host's mine control work.
Definately noticed this bug as well. You can't detect mines with scouts to destroy them (TEC and Advent), nor does the drone host's mine control work.
I will look into this, this seems to be a 2.0 bug rather than a bug with the mod, but i will check it out and post what i find. It could have something to do with the change in directory from SDC vs Impulse installs. The mod was made prior to Impulse being the dominant form of installation and upkeep for GC2. But there is no reason whatsoever that the mod would cause the behavior in the screenshot above. The mod is a graphics replacement mod only, it doesn't mo