So, the playable object is after some progress, I tried only 1.0.16, then 1.0.19 and later, 1.0.21.2 I did read at least some older, previous posts like that of 'Sovereign Echo', which ,apart from self-elevating rhetoric contained some actually very important things that I think you hopefully probably did take seriously. Like Akkan being unable to fire at the 'submerged' level. (if it is yaw or some other axis I constantly mix these terms, so I refer to subs, as to submerged level, I
TomaSkTemplar
Looks like some people missed the Test version, 1.0.19-21. Starbases were there and Rebels too. It ran good afaik. This is an update on the main version.
Old and new akkan look like most weakspots were removed, as if the whole hull was uparmored, covered in plate. Domes and the like remain exposed, so I wonder how that is segmented to prevent any hull breach from all the air going into the space. Still, there are less angles for say shells to get stuck, compared to the old 'armor'. Old Akkan really looked like it should survive a bit more than a big trade ship. In the SoaSE:R intro, Akkan was docking in the trade station, not being the center
1. You play at least at 2x-4x speed. It is your decision, not envisioned to be default. You put yourself at a disadvantage. Just cause you never PvP it does not mean that you are now not to be bothered by stuff that works in PvP as well. Is this Coop elitism, a cousin to PvP elitism ? :D I never played PvP in SoaSE:R either. And instead of trying to put things to speed X2, I would like to put income and research and production times x2 when the option is enabled. I never played the DS
[quote who="brodar2012" reply="2" id="3872281"] Shift-click, and control-shift click work for adding ships, but not removing ships in the appropriate quantity. [/quote] It works if you select the build menu, not when clicking shift ctrl, on what is being built, the picture that pops up.
[quote who="Yarlen" reply="18" id="3872289"] Quoting mouritsen94, reply 11 Are you guys planning on removing construction ships altogether? I liked them being destructable in Rebellion. Those will be coming back in a future update. [e digicons]:)[/e] [/quote] Will they be b
The Good - 7. Little descriptions like the symbols the TEC finds offensive. Mhm. Are there gonna be be TEC symbols Advent sectarians find offensive ? The 'deviant' views the normal as the backward, otherworldly. The normal views the deviant as it implies. Peaceful coexistence if the differences are real, (not superficial) is impossible, if one wants to get rid or subdue another. (hatred of the other, or fear, so-called, xenophobia, is thus mutual, both or each three of themselves see
[quote who="WHIPperSNAPerNotUsing" reply="13" id="3872007"] Quoting mouritsen94, reply 11 Are you guys planning on removing construction ships altogether? I liked them being destructable in Rebellion. The need for construction frigates and the value of destroying them when attacking was an important
[quote who="ProctorDerVerdichter" reply="14" id="3872023"] Where can I download the patch? My Epic-Version is not updating itself. [/quote] Check Library, and uncheck Installed or everything else, and there will be the test version, currently 1.0.20 compared to the official current install which was 1.0.16. A separate installation.
After playing a bit more with the new version I like the differentiation from space and planet mining. One gives more, but is more vulnerable, and requires research, thematically, I think this is awesome. Slowing the rush to upgrade into asteroid mining by research (and cost) imposed by 2 age ups/tier-ups, making army the more or less the only thing making sense. And expanding. With cheaper expansion, akkan supporting cobalts. At least this is how I did lately. I ended
That is nice, but a lot of the feedback is lets say, not as relevant. In the 2.0 or 1.0.20 version so far, that changed a lot. Sure if changes would be bad, I guess there would be some reversion and so on :) Have a nice weekend too, though here its already AM :)
Release Status: *** AVAILABLE ON TEST EDITION *** I found it ok :P
Well, the numbers you give if there is just 1 capital ship would work. Have 5 or more of these and it gets over the top. So, I do agree that there could be a boost lf sort for reaching max level. Even to skills, but I would be more like in 15-20% not 50. Lv 6/8 skills are not weak by any means. It risks that the power balloons too much. If there would be no ion cannon and other disabilities, to stop the barrage, it was op only against the backdrop of its not good survivability
The main weapon that is tied to skill is not the 'Gauss Railgun' on the ships bottom. That one is the front beam now. Its main feature in R version was that it bypassed shield and mitigation that was normally applied to the hull. In another post, I wrote that I would be fine with if Gauss on the Kol was just single-barreled to keep with the big gun, it fires one shot at a single target, visually it is 2. To resemble the old 'gauss rail gun', and make it quite sizable I