i decided i was going to try them out today by modding the game, (obviuosly not going to say how as we where asked not to) but i quickly gave up as most all of the new abilities and research things in the game either dont work or crash the game so i thought i would list the ones i found
the starbase jumping crashes the game, the titan spawn phase lane also crashes the game, the block in bound jumps doesnt work at all and the rebel titan gravity ability doesnt always disable ships affect with nano leech
The stuff doesn't work because you modded it, the official release wont have any of these issues. (well lets hope not).
Thanks for the info...
1) the starbase jumping crashes the game
Do you have a case that can be reproduced consistently? We tried jumping it between planets, stars, long range jumps, while using phase stabilizer ability... still can't reproduce.
2) the titan spawn phase lane also crashes the game
The crash when these are spawned at a star is fixed internally. Is there any other cases you came across?
3)the block in bound jumps doesnt work at all
Thanks, we reproduced it and are working on a fix now.
4) the rebel titan gravity ability doesnt always disable ships affect with nano leech
Do you have a case that can be reproduced consistently? We'll keep an eye out for it, but haven't been able to repro yet.
I did not have any crashes with jumping Vasari SBs.
None of the Vasari Rebel Titan's abilities are affecting other Titans, I don't know it its a bug, I guess the disable and AM drain is not supposed to work but the HP damage/drain might be.
The Vasari Loyalist's Titan Desperation ability effects do not increase with further levels you put into the ability.
I have a few to add:
1) VLT passive isnt stacking correctly (possibly not at all), it seems to get stuck at the first level.
2) This is more of a feedback sort of thing, the cooldown on the phase stabilizer spawn for the VLT is way too long if you're actually razing planets as you go. I played a game like this the other day, it makes it really hard to call in reinforcements unless you wait a really long time or you have captured planets build phase stabilizers and wait to raze it.
2a) If possible, make the spawned phase stabilizers stick around longer/at all after razing a planet.
3) VRT; the ability that is disabling (dependant on ships being affected by nano leech) seems to be inconsistently working. Sometimes it does, sometimes it doesnt, haven't been able to see a pattern or particular set of circumstances that causes this. It's possible that it's showing up when there is a titan in the enemy fleet, but I'm not positive about that. I'll keep an eye out for it.
4) Vasari loyalist Dark Armada ability doesnt display resource/credit cost for the combat and support fleets.
5) The VLT insta jump in-grav well will only let it jump if the circle portraying the end location of the titan is within the range of the ability. You cannot move it to the edge of the ability radius or it claims 'target is not in range'. This makes it difficult to quickly jump to the max radius of the ability, you have to line it up more precisely to get as far as possible.
5a) Opinion, the in-grav jump is awesome, but not worth taking more than the first level (unless it has been changed in ways I dont know of). An additional buff would make it more worthwhile, maybe a 20 second increase in speed and turn rate, or an AOE damage effect on nearby structures/ships.
6) Last, The Maw. So far this doesnt seem to quite have the advertised effect. It pulls in some frigates, but only about 5, and they tend to stop in front of it and not get destroyed. If the frigates are already very close to the front of the titan the ability doesnt seem to do anything at all. I havent used it extensively but the couple times I have, I've noticed this.
Edit:
Just a couple of balance issues I see coming and some possible fixes/solutions.
The Vas Rebels being able to jump a fully upgraded SB into an enemy gravity well is INSANELY overpowered. Ive been able to waste entire fleets at their own planets with just the SB and a couple of capital ships. This requires 0 fleet supply research (just build the SB and then build another cap at normal fleet supply). My solution would be this: remove the colony pods ability and make the jumping ability a 2 tier upgrade in its place. The first tier would increase movement speed and turn speed by 10% or so. The second tier adds the ability for the SB to phase jump. This takes away from being able to fully upgrade its weapons or armor and have it able to jump.
Second, the Vas Loyalists have a huge tipping point in their game. As soon as you get to the point where you can strip your planets without losing (once you have a Titan basically) you are awarded with an absolutely stupid amount of resources. For example, I played a game the other day where I had 5 planets and my HW. 2 volcanic, 1 ice, 1 asteroid, 1 dwarf planet, 1 homeworld. After stripping all of them I had around 70,000 credits, 40,000 metal, and 35,000 crystal. This (although mitigated by research rates) basically allows you to tech up and fleet up at an insanely fast rate. In addition, with the different Dark Armada abilities, you can suddenly have a massive fleet (sometimes with ships you dont even have the research for) and just start to steamroll anything in your way. My suggestion for this is to pro-rate the amount of resources/credits you get from razing a planet by the % upkeep you have based on fleet supply.
Normally jumping a single starbase has always worked fine with me (no problems and playing with the Vasari since version 0.72). Hope that helps narrowing down the problem!
What's this?We were asked to not mod the Vasari in for the beta (or at least not to share the how-to's) and now someone who did and posts bug reports even gets the rare attention of a Stardockian ?
Is this the beta inside the beta?...No sorry, i'm only half serious... partly because i'm starting to crave the Vasari rather badly by now (and Impulse somehow managed to misplace my Entrenchment recently so i can't play that either).
But nevertheless, looks a bit funny^^.
Yeah, as i said, i'm not that serious with it.But as official responses on the forum were a bit infrequent lately, it visually stood out somewhat, when a bug thread for "unofficial beta material" provoked such a quick response .
Well, we're probably pretty close to the Vasari being released and they (especially the loyalists) are going to be the hardest to balance of the three races/6 factions. The better they are before getting rolled out, the better the whole beta community can test them against the other races, rather than getting Vasari specific bugs fixed. Take it as an indcation that, as Yarlen said, "The Vasari are coming..." soon.
Jup, i couldn't really stealth the "where are my goddamn Vasari" portion of my post properly, my bad .
Also they probably won't release the vasarie until the can find the main crashing bugs they seam to be aware of. Like the twin jumping SB crash. Pretty sure it will come when most game breakers are ironed out and then we can play without constant CTD so people will be able to focus on balancing and few minor glitch then concentrating on the wait this will make the game crash....
Not sure, if you are aware, but at the max level of the "Spawn Phase Stabiliser" ability, the cooldown of this ability is 600 seconds - 10 minutes. That us quite ok, IMHO. Its true though, if you spawn the stabiliser, the moment you phase into enemy gravwell, to call some reinforcements immediately, then defeat enemy forces, colonise and strip the planet, you destroy the stabiliser as well. You cant use it to call in more reinforcements, when attacking next planet. Obviously, you can wait for the cooldown to expire and spawn it again, but yeah - that just artificially prolongs the game. Perhaps the Stabilisers could be made immune, when you blow up the planet. Or cut the cooldown to 5 minutes on the max level.
Additionally, i would like to be able to spawn the stabilisers manually, i mean, where i want exactly, cause this automatic way tends to spawn them into vicinity of enemy turrets. Not cool.
In regard to Maw, i would like it to target not only enemy ships, but enemy planets too - basically as a glorified "Drain the Planet" ability of Evacuator. Since you are giving up on 2 capship slots when buying the Titan, it has not to be necessarily redundant.
EDIT:
I can agree with the Vasari SB Mobilisation being an SB upgrade, to prevent the Orkulus to get all the other relevant upgrades. I am not hundred percent sure though, whether its overpowered or not. Surely, it can look that way, in a situation, where you jump in a neutral gravwell, so does enemy fleet of a same size. However, they wont bring with them fully upgraded SB, so they would seem hugely disadvantaged. But is it really so? Because if they are Vas Loyalists, they can summon almost constant stream of reinforcements, if they are Tec Rebels, their Ragnarov Titan can even on low level kill capital ship with extreme ease (happened to me today), if they are Advent, they can perhaps overtake your ships or something. Bottom line, i would wait and see the feedback from more players, then decide, what to do.
The other Vasari Loyalist thing, thats why i suggested the Strip to the Core to be Titans ultimate ability. Not only would it be cooler, than current implementation, but it would prevent you from blowing shitloads of planet in a single minute.
Yeah, I messed with it in the dev.exe just to find out. 600 seconds is reasonable but you dont get to that point until very late in the game unless you get the titan to level 7 (i think) and by that point it really doesnt matter that much. My point was mostly that in the mid game (which is when you get the titan initially and when this ability is most useful) it has a 1200 second cooldown. In 20 minutes you can, if lucky/skilled/whatever, go through a fleet and several planets. Honestly I'd be ok with it costing 200 AM across all 4 levels and reducing the cooldown 600/450/300/150 seconds since the VLT has very little use for AM until it gets The Maw.
I see your point but I'm referring more to being able to jump to an enemy grav well with a SB of their own and a fleet of their own. Keep in mind that a fully upgraded Rebel Vasari SB has somewhere around 30,000 health, 32ish armor, about 10,000 shields, and is putting out about 300 dps from pulse cannons, about 60 or 70 dps from the disintegrator, and about 280 dps from phase missiles (and the vas rebs get an extra 2 tiers of phase missile damage). This thing with a frontal shield absolutely trashes anything that goes against it.
To your point about the vasari loyals, lets assume you fight them in their own grav well and they have 3 phase stabilizers. At most this is 3 capital ship reinforcements and ~250 fleet supply worth of relatively squishy frigates. The recharge time on the ability is too high. The TEC rebel titan is too squishy to really take on the SB. I'm not kidding when I say a fully upgraded Vasari SB has taken on a large fleet, titan, and enemy SB with no more than a handful of capital ships as backup and come out with 10,000 health left over.
However I do agree that we need to wait for more people to test it out, I was really just pointing out that I see it as a potential issue.
repro'd a handful of these, looking into the rest... ...this never happened
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