Seleuceia

Seleuceia

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

For Advent, beams affect bombers, Illuminators, beam defense platforms, and 3 capital ships...lasers affect disciples, fighters, defense vessels, support ships, starbases, and 5 capital ships... Previously, with LRFs and bombers so dominant, beams would have been unquestionably better...now, I'd honestly say they're probably equal to lasers (LRF still seem to be much better than LF, and bombers are still very powerful)...so for Advent, I don't think lasers would be any better or worse

66 Replies 52,077 Views

Didn't know where to ask this but I figured this would be as good a place as any... You may be familiar with Project Equilibrium, a recent mod that is based off of significant community suggestions to improve the original game...the mod is focused on making as few conceptual changes as possible; it helps balance the game and foster diversity in player choices, but it does not add any enhancements or new items... That mod is nearing completion...however, I am simultaneously mak

8,423 Replies 15,744,869 Views

I remember when siege frigates used to be really powerful...I hated it, especially when the AI would throw 2 or 3 of them at all your planets...while siege frigates are easy to destroy, they also are very powerful (50 fleet supply worth of these things is more damaging than most capital ships)... In general, I think you'll find that players tend to bomb planets only after they've drove off any defenders...if an enemy fleet is at the same gravity well, usually the player won't

122 Replies 50,748 Views

[quote]The problem with both these ships for me is their large fleet supply and small use+crappy survivability. [/quote] I agree they are both expensive and risky investments...however, I'd be wary of making them more powerful...10 siege frigates can be rather costly, but eco players in MP games often build this many or more siege frigates with flak/hoshikos and can wipe out undefended HWs in sneak attacks...there was a time when siege frigates were more resilient than they are now, a

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[quote]I think it is an advantage the TEC is supposed to inherently have over the TEC, just as phase missiles are to the Advent. So the only thing wrong here is that the TEC don't have anything besides numbers that mess up the Vasari.[/quote] I'm going to assume you meant Advent have over TEC...and I agree...unfortunately, I don't really know what we can do to increase TEC power over Vasari...factions shouldn't really be counters to each other...if Vasari have a slight edge over Adven

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If you create a fleet for each unit type (a LRF fleet, a flak fleet, a carrier fleet, etc) then units will automatically join their respective fleet...this is useful in that you can tell LRF to focus fire on a cap, tell carriers to kite and stay out of the battle, and position garda's around the LRFs or caps that are under fire from enemy SC...it's not great, but it does have it's uses...hard to do well though on faster speed in MP...

121 Replies 66,350 Views

HCs and LRFs are both counters to LFs...since HCs and LRFs are the dominate frigate/cruisers, whatever they counter isn't going to stand much of a chance... In my experience, certain ships continually are attacked by the AI first...why, I don't know, but it would seem that is how they are programmed...flak and carriers are usually the last ships to be attacked, with LF and HCs the first...certain support cruisers (like dominas) tend to get killed quickly as well...

6 Replies 3,898 Views

I probably won't be able to :-( Thought I would but something came up... So, I've been thinking about the Iconus Guardians...now, for advent, it's a mirror match so it's not a big deal...Vasari do have PM's so their bombers/kanraks do fairly well against guardians or caps inside the battleball, but TEC don't really have anything but LRMs...and since those don't bypass shields, guardians and advent caps can be hard to kill...add on the fact that LRFs are now significantly weaker agains

122 Replies 50,748 Views

v0.30 has been released...I wanted to get something up to test for what's left of this weekend, so there are some changes that haven't been fully vetted yet...unfortunately something has come up and I will not be able to test tomorrow (Sunday)...however I should be able to find time this week, and there is always next weekend...

66 Replies 52,077 Views

Hmmm...an interesting approach... At first, I figured then this would be justification to reduce the XP values of flak...however, flak are also one of the harder ships to kill (per fleet supply) and are one of the most expensive...so, I think it is actually okay that flak are more XP... However, I do think raising the XP of support ships (non-TEC) would be justified (as you have shown TEC are way higher)... What is important that, amongst a given unit type (li

8 Replies 3,455 Views

The only problem with that is it still wouldn't discourage people from amassing tons of LRF...instead of being encouraged to counter LRF with something else (fighters or HCs), you'd simply rush to build more LRF, which I don't think is really what we want...

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Hmmm...I'm not sure how to implement either of those...making them tougher could be done in the same way Civilian Ship Safety Act buffs TEC trade ships...but that would require making a new ability, adding it to all 3 siege frigates...it might be possible...

45 Replies 18,254 Views

Yes...I guess I totally forgot to mention this...but I was thinking Darvin's numbers for resource focus would be good...35% for the first resource tech and then 45%/55% for the second group of techs...

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Okay, how about 2% range increase per wave cannon tech? That would total to 12%, which (IIRC) is the same as Advent beams and TEC missiles? I'm going to see if the channeling thing with communal labor and factories will work out...if it does, then we can figure out what stats would be best for it...

26 Replies 11,654 Views

The best thing for the deliverance engine would probably be an increase in the maximum rate that culture can change...if it were, say .1% instead of .07%, that might help...however, that would affect far more things than the deliverance engine... I think Zombie has a point though....unless you have an ungodly amount of resources and can build several deliverance engines, the incentive to build one is probably not high enough...

99 Replies 39,316 Views

Trying to get something up for download and so I've been looking over a few last minute things... Communal labor doesn't seem to ever give you resources back no matter how negative of a value you give the buff...I tried -10,000% and it clearly did not do anything...so, for now all it does is not cost anything more and I boosted the construction rate some more...but still, I'm hoping someone can come up with a good idea for this because the cost reduction does not seem to work (at leas

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For those curious...string changes have been made to: Communal Labor - now reduces resource cost instead of increasing it Novalith - specifically the ability, now indicates that trade will be reduced on targeted planet Kostura - specifically the ability, now indicates that ships are no longer affected

66 Replies 52,077 Views

I got stuff to do this afternoon but I should be free most of Sunday... As for what mod version to use...I have a copy of the previous version (v0.20) that I'm updating as changes are being discussed...some of the changes aren't necessarily completely agreed upon yet though, as the version I'm using is still very heavily in the making and changes are always pending on people's responses and ideas on the forums... I can post a version of it with a cumulative change log...just k

122 Replies 50,748 Views

I don't know what would be the best way to implement it...embargo works by disabling the phase jump capabilities of all trade ships...so it is an all or nothing deal...I don't know if this is what we'd want a novalith to do, or if we're looking for something else...

99 Replies 39,316 Views

Hmmm, the shield regeneration would actually be sort of like an armor bonus, I think it would be a good idea... The only problem with shield regeneration is that, unlike armor and mitigation, it doesn't scale very well...eventually the margin of DPS over shield regeneration is going to be so high the shield regen bonus won't help at all...I'm thinking we still may want to buff the max shield points to 20%...shields are only half of this starbase's HP, but the TEC get 10%/20% extra hul

26 Replies 11,654 Views

Deliverance engine also provides to bonus to damage...and, unlike the novalith, it can cause an enemy to lose a planet even if they have a starbase (though it sure takes a while)...novaliths can cause the loss of a planet outright if the enemy doesn't starbase the gravity well, and one novalith is enough to wipe out an asteroid even with full emergency facilities... So, I don't know if Novaliths need a buff...but, your point is very good, they don't have quite the crippling economic e

99 Replies 39,316 Views

I was trying to see what measures will be effective in reducing the power of bombers... I decided to run a test...I played a game on Point Blank as Advent against a TEC AI...I built up a fleet with 2 Halcyons, 1 Rapture (all 3 were lvl 10), and 20 Aeria's....I also had 2 hangar bays and a starbase...all in all, I had 85 bombers and 8 fighters...I put the AI on defensive setting and on Vicious, and then waited for them to attack me...for those curious, I had all hull, armor, and beam w

122 Replies 50,748 Views

Darvin I was thinking about Colony Pods, and your suggestions for the cost are very good from a time-to-payoff perspective...the thing is, the colony pods also has to justify taking up 1/2 starbase slots...so, perhaps the tax revenue gained itself should be increased? Colony pods is almost as good as the TEC trade upgrades without the length of trade route taken into account (I assume that bonus does apply to starbase trade ports?)...I'm thinking maybe colony pods sh

26 Replies 11,654 Views