Been quite a while since I got one either, so my memory is probably wrong.
Calnus
Just a suggestion, but as things are the special starbase isn't that great - it has a great statline, yes, but it has no special abilities at all, not even the universal enforce loyalty/trade station functionality. You might want to add those as available upgrades, although I'm not sure how you would make them require the right techs.
Just a heads up. For vasari rebels at least, when the research expansion modcomp is enabled, the research that lets you give missions has a second level.
Are the planetary defenses up and running yet?
Um, derelict capture works just fine. No need to research anything, just use the capture neutral ability. Its on scouts if your vasari, colony ships for everyone else.
Is this ported to Rebellion yet? I saw the thread for Blood and Chrome but I'm honestly more interested in the base Sotf factions.
Just an FYI, trying to install the expanded version for diplomacy using desura gets the standard version instead.
Sorry to double-post, but I realized this after I posted. Royal engineers really needs a buff. For one thing, it isn't the only source of industry, like trade cartel is for commerce, it's the only policy building which produces a resource that can be gotten from buildings with no per faction or world limit. The only reason I can imagine to use it is if you have a city you really want to build an industry building in and it doesn't have access to forests and iron mines. Com
[quote who="andreharden" reply="24" id="3111153"] Thanks Calnus. Initially I had 2 of each allocation allowed per city and it caused some weirdness. It wouldn't always count the 2nd allocation and I couldn't see any reason why it wouldn't. I probably just missed something obvious at the time, but at 1 per city there seems to be proper function. I'm not sure what you mean by increasing the bonuses to the Builder and Reaver's buildings. Maybe a typo? <br
Awesome mod, have a few ideas. Allow cities to have more than one inbound grain or material allocation. I don't know if Fallen enchantress lets cities have more than one of the same building, but I guess you could simply have a series of allocation buildings. Increase the bonuses the reaver and builder towers give. That is, have them give one at all to the host city. Increase the bonus of King's Hand. Every other building of it's type gives +
There's no game balance need for capship AA to be weaker than flak frigate AA on a per ship basis. Cap ships cost 5 to 10 times as much supply and have a command crew cost, after all. Even at say, 4x effectiveness per ship, either through damage, ROF, or bank, flak frigate will be far more cost-effective. As for starbase AA, I think that should come either w
Honestly, I'd say that starbases and cap ships should come with AA installed. What I'd like, although the engine would need to be tweaked to allow this, is for banks to be on a per weapon basis, so that titan, starbase and capital AA would have it's damage per target nerfed to reasonable levels and doubled or more banks on AA only. That way it would not tear apart sieges, corvettes and LRMs as fast or faster than the main weapons, but could shred squadrons just as well. If
Since the siege pact buffs attacking planets and your planets durability, maybe split it? Loyalists get entrenchement pact: provides the defensive half of the siege pact bonuses, and reduces cost and construction time for upgrading planet toughness? Maybe provide a direct bonus to planet health. Rebels get bombardment pact: provides the offensive half of the seige pact bonus and ... i really have no idea what is doable. A bonus vs structures? Reduction to supply cost of
Just tried again. Hit a neutral Kodiak with the ability while it was at about 175 hull and no shields. Had the corsev, 5 cobolts and 4 rebel frigates blasting it. The dot was still showing on the the card when it blew up, and I still didn't capture it. Just to play I safe, I had neither of the other abilites learned. The other thing I noticed is that while the DoT is showing in the stats window for the enemy, Boarded is not. I cannot remember if it has previously, so this doesn't help
Will do. I thought that damage caused by abilities skipped that kind of thing, and that shield mitigation only worked while you still had shields left. If I also keep the fleet focus-firing will that help?
It seems that making boarding party not capture structures did something to it capturing ships. I fired up a new game, built a Corsev, and went and sicced it on some neutrals. I hit a LRM with boarding party when it had less than 300 health, so that boarding party alone would be enough to kill it (35 dps for 10 second). Didn't work. I tried again on a Cobalt, again damaging it enough that Boarding party alone would kill. Didn't work. If it matters,
This happens every time i try to create a custom soverign and add equipment. When i click the appearence button, the game hangs and crasher. debug.err - http://pastebin.com/wSqECvb9 dxdiag - http://pastebin.com/bu3ppZTB
I had the the same problem as the OP. I created a copy of elemental.str from data/english in the same folder called elemental.tips. That got rid of the error about *.str and the first line 218 error. I also created new Music and Event music folders in the main directory and copied the contents of layered music there. That fixed the errors about those directories. The second line 218 error is still there. --- DebugMessage: Version 0