Seleuceia

Seleuceia

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

I think an update that made the black market more random kind of nixed that... Sometimes, if you sell resources once, it will cause the market to crash...then you can buy a ton of that resource after the market bottoms out...problem is, it's not easy to do it on demand...the market simply has to be at the right place at the right time...

6 Replies 11,913 Views

Here's what I think is a big reason for all the differences in opinion (and I believe it's been mentioned before)... useful and powerful can be entirely different depending on how you define them.... For example, energy aura is extremely powerful for large fleets...but it isn't exactly a useful ability... Ion bolt isn't a very powerful ability...but it is very very useful for specific things (interrupting missile barage, killing fleeing caps) and in s

16 Replies 9,853 Views

Part of the issue is that you are making an unfair comparison...you are starting with the colony capital ship (progenitor) when you play advent but not with the colony cap when you play as TEC (akkan)...so, it may not be that you are playing terrible as the TEC, but rather that you made more economically oriented choices as the Advent... Regardless of which faction you are playing, colony caps will always boost your economy because they allow faster expansion and less resources spent

17 Replies 9,771 Views

Mod has been updated to v0.42....here is a list of the most recent changes.... First, the turning rate of domina subjugators has been doubled...these ships should now be able to use their abilities fairly effectively... The next 2 changes may be controversial... The antimatter cost of reactive nanites (on the overseer) has been increased from 75 to 100...Vasari capital ships are extremely difficult to kill late game if your enemy has a fair amount of overseers

66 Replies 52,062 Views

Yes it is...but I highly doubt you are going to waste the time to pick the real illuminator....either you are FFing on something important, or you aren't....

16 Replies 9,853 Views

Been playing some MP LAN games recently...a few things I've noticed... Repulsion seems to be overpowered (more so than before the mod)...with LRMs weaker against heavy armor, and capital ships harder to kill (with bombers and LRFs, anyway), repulsion makes it pretty much impossible to eliminate Advent capital ships and carriers if you are TEC...even as Vasari, it is rather difficult if they have a lot of TK... Vasari capital ships are also extremely difficult to kill due to ov

66 Replies 52,062 Views

I've had this happen before a couple of times...my only guess is there is a flaw in the programming somewhere...I have had this happen both as TEC and Advent (don't play Vasari)...every time I've had this happen, it has been in a LAN MP game (with different enemy faction compositions)...in some cases the entire enemy team was AI (a human comp-stomp)... I have looked at all the game mechanics and have yet to find an explanation....you will have resources, and then BOOM they simply

23 Replies 16,935 Views

The issue isn't so much building too many mines...the issue is that the AI does not understand the concept of scuttling, so any SC the AI builds is permanent... I believe that the AI strategy (as in Agressor, Defensive, Researcher, etc...) affects the likelihood of mines being built...reducing the appropriate values in the gameinfo file would likely prevent massive amounts of worthless homing mines...

12 Replies 6,170 Views

Homing mines + Malice is pretty damaging...but it is really hard to pull off and is a costly investment...I have used homing mines to some effect in MP but that was a very unique situation...against the AI, there are much better things to invest in, namely technology or capital ships (for that juicy XP)...

12 Replies 6,170 Views

Mod has been updated with a few small changes... First, the Novalith cannon shell debuff was fixed...the new debuff that reduces trade by 33% now lasts 720s (instead of 120s IIRC).... Second, the starbase construction ability on Vasari colony ships has been fixed...Vasari migrators under control of the AI will build starbases now...should make SP a bit more fun...

66 Replies 52,062 Views

[quote]bombers dont work because i had to switch all my strikecraft slots to fighters just to hold off his own strikecraft[/quote] Fighters are actually not all that good against fighters...flak is far far better, and capital ship abilities (flak burst, magnetize, TK pusch, Jam weapons) are very handy...I have a distorted intuition on this since I play with a mod, but fighters in general don't suppress bombers very well, especially when there are lots and lots of bombers... If

121 Replies 66,329 Views

The real disadvantage of Advent beam platforms is that you need several of them to receive much of a benefit (hence "synergy")...even one or two TEC/Vasari point defenses are useful since meson bolt/disrupter nanites make for good focus firing...Advent beam platforms however don't provide the same FFing capabilities unless there are tons of them...

121 Replies 66,329 Views

I did this for Project Equilibrium....you will need to edit brush files and the entity manifest...add meshes, textures, appropriate graphics, and entity files... I can't give you a guide, but if you download the GalaxyMod that updates Uzii's Sins Plus, pretty much every file in there is related to planets...if that mod has a file, it likely is one you need to change or similar to one you need to make....

23 Replies 11,862 Views

I'm not going to bother with a full list of my own...but I have to seriously question why Embargo and Shield Regeneration didn't make the list...and phase space node as well as drain planet are also serious contenders amongst the super abilities...

16 Replies 9,853 Views

The best way to compare the factions' SC is to do a squadron v squadron comparison... In general, TEC have both the worst fighters and worse bombers...even though they have more HP per individual craft than Advent SC, the overall damage of TEC SC is rather pathetic compared to the other two factions... Vasari have the best bombers...while technically Advent bombers do more raw damage per squadron, Vasari bombers have phase missiles which, when upgraded, makes them far superior

121 Replies 66,329 Views

[quote]I feel that increasing the LF's damage modifiers vs... preety much everything according to the readme was the wrong way to buff them... If you make it so lrms are needed to kill lf, instead of being able to rely on HCs?[/quote] LF's were strengthened directly in 4 ways... First, they are better against heavy armor...LF v heavy armor was not as strong of a counter as LRF v LF or flak v fighter...the problem is, heavy armor is on support and carriers, so unless LFs a

122 Replies 50,716 Views

Culture upgrades can be risky in that it limits your defensive abilities later on...however, they can also force your enemy to build more culture centers and less trade ports/factories... In general, I find that culture SBs are only useful if the nearby enemy planets are asteroids...since asteroids can only have 3 logistic structures, being forced to build extra culture centers can limit your enemies ability to extend their trade route or have factories on the frontline...planets with

121 Replies 66,329 Views

Right now, I think illuminators are okay... LRFs in general are much weaker now, so having a weaker LRF isn't nearly as much of a handicap....Advent have the best LFs, and the best counter to LRFs (Advent fighters at lvl 2), so I think things are okay as is... I think a greater concern may be that LRFs are too weak...as of right now, I find that they are still very important early on to counter LFs...its later in the game when HCs come out that LRFs seem to be pretty poin

122 Replies 50,716 Views

[quote]might want to raise LRM vs module rates a bit, that might help some.[/quote] I'm thinking this would be a good idea too...except for Advent, LRFs are still the best way to take done caps, though LFs are much better than they used to be...so, LRFs aren't worthless but late game they certainly are a little lacking... I've played a few games against human players, and massive amounts of disciples will lose to LRMs and flak even if you also bring in fighters...however, it's

66 Replies 52,062 Views

Mod has been updated to v0.4...the change log is cumulative, so I'll highlight some of the changes made... Jump Degradation has been improved...the hyperspace speed penalty has been reduced from 50% to 20% however the ability now stacks with a limit of 100...keep in mind that the hyperspace speed is multiplied by a factor of 1/(1 + .2n) where n is the number of overseers, so this ability is heavily affected by diminishing returns...even with 100 overseers the approaching flee

66 Replies 52,062 Views

Thanks for the info...when I have the time I'll look into it...my guess is though that if it goes away when the game is reloaded, then it may be something out of our control... Perhaps when the mod is loaded it reloads the order of units or something, adding the modded units included in GameInfo to the end of the list...so, including all units in the mod (even if not all units are changed) may solve this problem...

66 Replies 52,062 Views

Mod has been updated to v0.31...the change log is cumulative, so I'll highlight the changes made... Communal Labor has been changed a bit...the extra resource cost has been reinstated but the bonus construction rate has been increased from 50% to 200%...may still need some work... The bounty retaliation from Karmic Retribution has been increased substantially, from 100/200 to 500/1000... Civilian Saftey Act adds more hull points now (250/500 instead of 100/200)...

66 Replies 52,062 Views

It depends on your nearby planets and your game speed...in general though, you really shouldn't rush trade as advent unless you are an eco player, and you are better off not rushing illuminators....in fact, I wouldn't even bother with them until you have at least three planets...

121 Replies 66,329 Views

I've been busy real lately :-( so I haven't had much time to spend on the forums or look at stuff...as far as I know, the biggest area that hasn't been looked at is pirates.... I know there was some talk at some point that the diplomatic victory needed some work... There may still be some techs that need to be looked at (civilian safety act and karmic retribution, just to name a few).... That's what I can think of off the top of my head... In a week I'll be bac

122 Replies 50,716 Views