Seleuceia

Seleuceia

Joined Member # 3020178
9 Posts 899 Replies 24,876 Reputation

[quote who="XxTaLoNxX" reply="6" id="2850063"] I only agree somewhat. I don't think nerfing the Vasari late game is the best option. Right now I like Vasari vs Advent games as they are very interesting and can go either way. [/quote] PMs (particularly from Assailants) will kill iconus guardians and progenitors very quickly, giving you very little time to use repulsion to great effect...not that it matters too much, since assailants won't be put out of range... Meteor

46 Replies 79,787 Views

There are several small things that could be done to help the TEC...no longer requiring the hoshiko to face its target when using demolition bots, embolden providing a higher buff, flak burst being more viable, etc.... The problem, however, is not just that the TEC are too weak...the bottom line is, the Vasari are too strong late game...you cannot simply buff a few aspects of the TEC and suddenly have a balanced late game...ultimately, giving the TEC a better late game inherently

46 Replies 79,787 Views

I haven't done any number crunching, but I find that the economic edge TEC gets late game isn't enough to offset the Vasari advantages... TEC have an extra trade port upgrade, but Vasari have two levels of colony pods...now, the pay off time for the colony pods is absolutely ridiculous, so while the Vasari have one more money-making SB upgrade than the TEC, I'd say from a practical standpoint TEC are probably better off... If you take into account that TEC can put factories on

198 Replies 68,659 Views

Another likely change will only apply to the mod with extras... After many MP games, gas giants have become somewhat problematic and paradise worlds somewhat overpowered...the issue is, paradise worlds are vastly superior to every other planet even without having any resource asteroids...meanwhile, a recurring problem I've found is one or more players having only gas giants to turn to after their first asteroid and planet are colonized...while making gas giants more rare could</em

66 Replies 52,117 Views

Another update in the near future is likely... A guaranteed change will be debris vortex...the entity file for the ability only allowed one level, preventing the player from ever using the second level of this ability...I would note that the 2nd level of this ability seems significantly better (50% more regen from debris, range much greater, and IIRC the ability lasts longer at level 2)...so, keep this in mind when you choose between directional field and debris vortex.... &nb

66 Replies 52,117 Views

Here are the changes made in Project Equilibrium: Damage Data Anti-very light damage percent bonus against light armor decreased from .75 to .60 Anti-very light chance to hit bomber increased from 75% to 85% Anti-light damage percent bonus against light armor increased from 2.00 to 2.33 Anti-light chance to hit bomber increased from 75% to 85% Anti-medium damage percent bonus against capital armor decreased from .75 to .50 <

198 Replies 68,659 Views

I don't know your friend so I don't know where he's coming from but... Sins was actually the first true RTS game I played...my closest experience to RTS before sins was with total war games...everything else was turn based (SMAC/X, Civ, Gal Civ II, etc...)... The biggest issue for me was being overly cautious...in many turn-based games, vertical expansion is a viable alternative to horizontal expansion, and both strategies are rewarded and can win...however,

5 Replies 4,857 Views

Mod has been officially updated to v1.1...changes since 1.0 have all been mentioned in this thread and include: Kostura now requires both levels of enhanced tunnelling Vasari SC have more SC per squadron (damage and HP the same per squadron)...SC in general more balanced TEC can purchase up to level 5 for caps Advanced Maneuvering Thrusters provides a distinct advantage now

66 Replies 52,117 Views

One of the rather worthless technologies in the game is advanced maneuvering thrusters...15% is virtually negligible....even 50% and 100% increases in angular thrust seemed insignificant via testing...a 1000% bonus, while seemingly asinine, actually seems to work pretty well...with this bonus, TEC cap ships still turn smoothly but can line up for a jump or navigate around structures much faster... If it was the other two factions, I'd never give them this bonus...but without TK, jam w

66 Replies 52,117 Views

I changed the advanced maneuvering bonus from 15% to 50%...I didn't feel like much was noticeable... Then I changed it to 100%, and still, I didn't see a significant difference... Finally, I said screw it and went all out with a 1000% bonus...the 1000% made a very noticeable difference, and I'd say it actually might be worth researching late game (nothing worse than a cap failing to escape because it can't navigate around an asteroid or some crap like that)... I'm prob

29 Replies 17,992 Views

[quote who="Photoloss" reply="25" id="2837439"] According to my tests the differences weren't too great, and large mass changes in either direction seemed to cause illogical problems. [/quote] This really bothers me because it means the game is using the mass for something, we just don't know what it is...since some damage types like missiles are backloaded, every second can count (nothing worse than seeing an enemy cap jump from the gravity well with 10 HP left)

29 Replies 17,992 Views

[quote who="Photoloss" reply="23" id="2836815"] From this I conclude that while there are ways of phase jumping while moving, these aren't simple and definitely not included in normal jump drives. Only capships and hangars (which are larger than most ships) can do it, and they use an entire ability slot for it. [/quote] You can conclude what you like from the game, but I am approaching this from a realistic point of view and applying it to sins...while it is&n

29 Replies 17,992 Views

A major problem since the beginning of sins has always been that TEC have a poor late game... A big contributor to this was weak capital ships...now this mod has addressed the capital ships themselves, but TEC are still at a a disadvantage when it comes to protecting their caps... Advent have repulsion, shield projection, good HP/s regen (via domina subjugator), and TK... Vasari have overseers which make popping the first cap very difficult...they also have jam weapons

66 Replies 52,117 Views

[quote who="Photoloss" reply="21" id="2836051"] As you still need to escape a small remnant of gravity when phase jumping, being stationary relative to the central mass might simplify calculations. If you significantly change your position after initiating the jump you might end up killing yourself [/quote] ? If you are travelling at .9c, you will travel 2.7 million km in just 10s...let's assume you are flying by a planet like earth, same mass and distance from the sun

29 Replies 17,992 Views

[quote who="Photoloss" reply="19" id="2835666"] Yet sins ships must remain stationary relative to their host gravwell when charging up a phase jump. That's the frame of reference I was using, which is identical to the player's frame of reference. [/quote] Well yes that is how things happen in sins...but as you noted earlier no ship in sins travels even remotely close to the speed of light, making this discussion pointless if it is only in the confines of the game...if

29 Replies 17,992 Views

[quote who="Photoloss" reply="15" id="2835316"]but you cannot actively evade them as by the time you know of the beams' existence it has reached you.[/quote] You are correct in that you cannot actively dodge due to information being limited by c, but the same also applies to the enemy: they cannot accurately predict where you are going to go either...even if the enemy knows for sure you will arc 180 degrees and even if they know the radius of that arc, there are still an infinite nu

29 Replies 17,992 Views

[quote who="Photoloss" reply="13" id="2835067"] Give any ship a 1% max speed increase/decrease and try to see the difference. You don't.[/quote] You won't notice it in the game, but realistically it would it make a huge difference...as InfiniteVoid noted the absolute difference is still rather large, likely enough to render ballistic and missile weapons useless...if the two ships were not accelerating and they were moving in the same direction, then they'd be in th

29 Replies 17,992 Views

[quote]Then again, in space max speed shouldn't be limited by anything except the speed of light, so maybe mass only affects acceleration rates.[/quote] Relativistically speaking as v -> c, p (momentum) -> infinity...your limiting factor (practically speaking) is the amount of thrust you have, not the speed of light (you can think of it as your mass increasing if you want, and therefore with a constant force your acceleration will decrease until it is essentially zero)... <

29 Replies 17,992 Views

Working on a couple of changes since the release of v1.0... First, the Kostura Prototype tech now requires both levels of enhanced tunneling...this is a level 7 tech that requires phase stabilizer (level 5)...while that is a rather high tech (and it is in the oppossite tech tree), the Vasari player still only has to research 3 prereqs. whereas the TEC and Advent are looking at 7 each IIRC...in addition, the Vasari have the most incentive of all 3 factions to get a lot of both civ

66 Replies 52,117 Views

Mod has been updated to version 1.0...the only change since the last version (v.43) is that the PM damage techs add a 5%/10% bonus instead of a 10%/20% bonus...please note that the first 3 levels that increase shield bypass have been left alone...only the actual damage bonus by the 4th level has been reduced...this is a simple tweak that will leave Vasari unaffected in early and mid game but decrease their cap killing abilities late game... There is a possibility that Vasari bombers w

66 Replies 52,117 Views

[quote who="Darvin3" reply="98" id="2815473"] Drain the overseers with light frigates, break their support, then smash the capital ships. [/quote] I've tried this and had my opponents try this when I played Vasari...but it didn't seem to work real well...the problem is, Vasari have the most incentive to have LRFs regardless of what the other side's fleet looks like since they are great for FFing caps and SBs...also, since hoskiko and domina repair ab

99 Replies 39,400 Views

Mod is still being worked on...as in, it may not quite be done yet...for the most part, it is pretty final...as Darvin said, the only important thing that hasn't been addressed is phase missiles...pirates are the only other outstanding issue, but honestly they are so irrelevant and broken anyways, it really doesn't matter... Giving the deliverance engine cannon shell an instant hit to allegiance would be nice, but I don't think it can be implemented...I'll have to look into

99 Replies 39,400 Views

Sort of....there is no pirate base, so there will never be a weird choke point in the map that humans know how to bypass but the AI doesn't...since most people don't play with pirates on in MP (or even SP) games, i figured there's no reason to have a pirate base then...

66 Replies 52,117 Views

Mod has been updated to v.43... One change is the addition of 7 new maps...these maps are identical to the seven random maps (ex: random small, random large - single system, etc.) except that there are no pirate bases.... The other major change is the AI use time conditions for ultimate abilities...virtually all of these have been changed to activate only in combat (as oppossed to more restrictive conditions)...some (like armistice) were left alone, while others (like Cle

66 Replies 52,117 Views