As others have stated in this thread, Goafan77 as an example, playing against the Vicious AI is far more rewarding and can actually be a challenge on occasion. Currently I run on 25-30 size custom maps against 2 Vicious AI's in a FFA (locked teams), you should give that a whirl, and if that's not challenging enough, add more AI's or as I have done on a few occasions make the 2 AI's locked allies, that is usually a herculean effort to be victorious, or a lucky choke point
D2RDrache
[quote who="soase-maelstrom" reply="1015" id="3011718"]Hi D2RDrache, I hear what you are saying, however I have never seen the Replicators dominate a large game. I typically play/test on single random huge maps and currently it is typically the TradeAlliance and Norlamins who dominate. As such I haven't been in a hurry to re-adjust the mitigation. R6 is about balancing the new races with the originals and yes this issue will be address in the n
soase-mealstorm, Playing through R5 at the moment and I'm still finding the incredible amount of shield mitigation of the Replicators puts them supremely over the top. 91% mitigation is extraordinarily excessive, especially how early in the game they (most noticeably in the case of vicious AI's) are able to achieve this. An example would be 6 Alliance Capitals T4.5 teched up comprised predominantly of Galacticas ranging in levels from 3 - 4 with 12 defense
[quote who="dolynick" reply="1638" id="2989121"]Hmmm... Megaupload says 3038 downloads of SGGalaxy since the update was posted... That can't be right. The past version only had about 600 downloads and SGRaces was about equal with it. I can't think of any reason why the mod (SGGalaxy in particular) would see such a sudden surge in popularity this time around. Have I missed a memo or something? Heh. -dolynick[/quote]
Dolynick, I'll give a go with all of the races as I get time this week. I did put the Wraith against the Ancients and the Ori in a 1v1v1 FFA, the Ori dispatched the Ancients while I built up all Tech and a sizeable fleet with the following results: Wraith- 4 SB (max) 5500 Fleet Points including 20 Caps, 20 MS, 20 Spire, 4 Warmongers, and a plethora of repair platforms and plasma turrets filling out the rest of the fleet points set up at
Dolynick, Those are fair summaries and good assessments, and I agree the Wraith do have a very blah combat style with limited synergies or dynamic "oh noes" comeback capabilities offset by their massive fleet supply (with the extended fleet it's around 9000). And while I believe on a 1v1 to almost all equal cost capital ships especially with max research they are at a decided disadvantage there is that balancing issue at max supply where they really do b
Dolynick, I've pushed the Wraith through several incarnations on another newer and easier map to "build-up" with pitting them against the Goa'uld, Ancients, and the Asgard. My observations are that the Wraith (when fully maxed) and predominantly fielding Mindshredder/Spires with a smattering of Heavy Cruisers and Carriers performs the best with the following issues: Heavy Cruisers don't seem to use their version of "domination" without input, e
I agree, as a player you should be able to overcome any AI opponent fairly easily, I assume you were fighting Vicious AI (really what is the point in having lesser AI's) with any of the races if you have time to max out your fleet, simply because the enemy will split up his resources between sectors or more often flail against a hardened system allowing you to quickly counter-attack. You should take that test on a map where you have very early contact with the Ori, where the
Salutations Dolynick! As a long time enjoyer of your mod I thought I would put my 2c in, but first let me thank you for putting your personal time into something for so many others. After playing through continuously vs Vicious AI (have to love vacation days), and pushing the limits of all the races, I have just a few minor inputs on balancing, yes I know "balancing" the dreaded word, nearly impossible to accomplish invariably biased from person to person but al
[quote who="soase-maelstrom" reply="572" id="2835280"] Pirate forces in this mod add a decidedly interesting depth to each new match, left unchecked however they can lag down the game quite badly, something that has been an ongoing issue with Diplomacy in general. There are some additions to the pirates that you should know about ... Their Capital ship has 4 abilities 1. Colonize 2. Spawn Antifighter frigates: 1 every 30 minutes, not in battle<
[quote who="doomser1" reply="566" id="2835085"] TA Fighter and Galactica carrier issues. Change a line in the Fighter_TradeAlliance.ENTITY file. Change line "Canfireatfighter" from False to True Change 2 lines in the TA Capital ship carrier file, don't remember the exact name right now, not at home machine. Change two lines, "TargetCountPerBank:FRONT" and "TargetCountPerBank:BACK" from 0 to 1 Thank you for the link. I will rea
[quote who="soase-maelstrom" reply="568" id="2835144"] I tend to agree with you ... What I have noticed 1. The TA are the most likely AI Player to dominate (i.e early to mid game). 2. The AI, Replicators are least likely to dominate. i.e not necessarily what you would expect.[/quote] Your early game observations are astute, the TA do seem to expand extraordinarily quickly (Vicious AI) and enjoy an early game lead un
Odd, my avatar didn't show up!
I don't know if this minor (though problematic) bug has been addressed, however the EMP Debuff on the Norlamin Anti-Carrier Carrier (Slot 5) seems to be permanent, in that even after said ship has been destroyed and/or left your gravity well and persisting through game closing to reloading said debuff still persists. In a rather funny fashion, I have an arsenal of "Galactica" class (Slot 2) Caps unable to launch said fighters/bombers. As an aside, i