Seleuceia

Seleuceia

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

Also noticed that the experience gained from destroying a capital ship was off...the jump between a level 6 and level 7 cap ship is 260 to 310...if you follow the patter between all the other jumps, it should be 260 to 330...figured we might as well change it, honestly it seems like the devs just made an error when typing it up... I agree that the kanrak is the only big one that matters...but I figure, if we're going to do this, we might as well go all the way...

8 Replies 3,445 Views

We weren't...I've noticed number 1 recently as well...I'm not really sure what could have been changed to do this, but it's nice to know someone else is having the same problem (so I'm no longer crazy :-) )...I haven't a clue what would be causing this, but I will look into it...hopefully some of the real experienced modders will have an idea what could change this...

66 Replies 52,051 Views

I tried those numbers, and at 400% I basically was already at the edge of the gravity well (500% probably would have been right at the edge)...so basically, there would never be any reason to research the 2nd and 3rd levels of this tech... I'm thinking maybe 100% per level may be more appropriate...even that is going to seem a little, strange at lvl 2 and 3...honestly even 50% per level would still make it pretty nice...

26 Replies 11,635 Views

Forgot to bring up SC...so here they are... Vasari Bomber 11 XP 3 per squadron 33 XP per squadron Vasari Fighter 5 XP 5 per squadron 25 XP per squadron Advent Bomber 6.5 XP 7 per squadron 45.5 XP per squadron Advent Fighter 2.5 XP

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Here are my thoughts... Scouts: Seeker stay at 15 (7.5 per FPS) Arcova 20 -> 15 (7.5 per FPS) Navigator stay at 20 ( 6.67 per FPS) Light Frigates: Disciple 20 -> 25 (6.25 per FPS) Cobalt stay at 30 (6 per FPS) Skirmisher 30 -> 40 (5.71 per FPS) Long Range Frigates: Illuminator stay at 45 (7.5 per FPS) LRM stay at 30 (7.5 per FPS) Kanrak 20 -> 45 (7.5 per FP

8 Replies 3,445 Views

Zombie brought to my attention the vast imbalance in the amount of experience granted for killing the various ships in the game...this thread is to address all issues related to experience points... Here is a table made by Pbhead and Darvin that shows the various stats relevant to this issue... <table border="0" cellspacing="0" frame

8 Replies 3,445 Views

[quote]Making the Kostura only affect structures and not fleet is certainly an option.[/quote] I would go for that...the fleet debuff is what really makes the kostura overpowered...being able to destroy all structures and defenses is still pretty powerful, and that they are disabled for a few minutes gives the Vasari player a very nice offensive option...it still would be harder to defend against than a novalith, but that's fine... The question is, would such a drastic change

99 Replies 39,282 Views

The siege pact I think is weak only because it's higher level than it should be... The TEC envoy bonuses were pretty good (other than settlers) and their early pacts pretty solid...other than the siege pacts, I'd say their late game pacts (even with supply pact nerfed) are pretty strong... Vasari's Mutual threat was too powerful while Advent pacts/envoy bonuses were rather weak all around...so, the Vasari and TEC have both been brought down a bit while the Advent have

45 Replies 18,232 Views

These are the numbers I've been using lately...I've only been able to test them against the AI in SP, but they seem to be working okay, nothing has stood out as a major problem (though that by no means indicates it is what we want)...LRFs still seem a little too strong but that may be because the AI isn't very smart...in general caps are harder to kill even with LRF, and bombers seemed easier to suppress (though cap ship abilities made it hard to tell)... -Anti-very light dam

122 Replies 50,686 Views

Well, I don't know what to do here... Without changing damage, I don't know what we can do here to prevent kostura spamming from wiping out whole fleets...ships are only disabled for 15s, so if the cannon shells are 20s apart then there is pretty much nothing that can be done... Honestly, that the kostura damages ships at all is a problem too me...the other two super weapons only affect the planet, but your fleet is unaffected...what makes the kostura overpowered is its abilit

99 Replies 39,282 Views

The issue with fighters was that flak easily shot them down ... also, flak helped protect your own LRFs from fighters and it was a soft counter to LRFs, so flak was much preferred I think over fighters... A .25 reduction is extreme, but keep in mind that fighters were also indirectly buffed (flak v fighter lowered), so fighters are a much more viable counter now...therefore, I felt weakening HCs v LRF might help... Honestly, I'm thinking a better appro

122 Replies 50,686 Views

You got a good point, desert doesn't have to be as good as terran, so let's leave it... I would be inclined to buff ice simply because it is of higher level...I'd go for 12.5%... I'd also go for buffing volcanic to 25% per level, not 30%...if desert and ice aren't going to be as good as terran, I don't see why volcanic should... I changed communal labors cost increase values to negatives to see if it worked...I tested it, and honestly I had a hard time telling if it ma

26 Replies 11,635 Views

Well, if desert and ice aren't comparable to a terran, I don't see why volcanic should be either...I'd go for 25/50/75/100% increase in population then so that all 3 planets are slightly under terran...

26 Replies 11,635 Views

Well, the stacking limit was 1...with that limit, 50 seeker vessels did about the same damage as 25...which did about the same damage as 10...which was maybe 500 damage...I can understand reasoning to manipulate the ability by keeping this in place (and buffing damage) but honestly, I don't know if that's the route to go...50 of these things weren't enough to kill a lvl 1 capital ship outright (no upgrades), and that is 100 fleet supply (10 Destras)...yeah, they are cheap, but if you fail to

99 Replies 39,282 Views

Darvin I was reading your other thread and was looking at the part about the Vasari Volcanic population upgrades... I think your suggestions of a 30%/60%/90%/120% boost is good...if we are going to make these upgrades comparable to terran upgrades though, why not make the ice/desert upgrades comparable to terran upgrades as well? 7.5% of a maxed terran planet is 21...30% of a maxed volcanic is also 21... To get similar numbers for ice and desert, the ice would ne

26 Replies 11,635 Views

[quote]I disagree on decreasingthe culture allegiance bonus to 5%. Both TEC and Vasari have economic impacts in their Envoy's and Pacts which still outweigh what Advent provides with an Allegiance bonus in culture and Research cost reduction. [/quote] Okay that's a good point...I didn't really look at it that way, but it does make sense and justifies 10%... What about the change to the missile pact regarding phase missiles? I really don't think we want to increase their

45 Replies 18,232 Views

Been thinking about the culture pact...I really like the max allegiance bonus, but I was contemplating whether +10% was too high...max allegiance increases resource and tax income, while the Vasari pact increases just resource income (and TEC just metal income)...since the culture pact is also increasing the culture rate, perhaps the max allegiance bonus should be only 5%? Just wondering what other people's thoughts on this are...

45 Replies 18,232 Views

The string file reflects capital ship changes as well as the current pact/envoy changes that Zombie suggested... Capital ship abilities: Gauss Rail Gun - changed to reflect the additional debuff that increased target's weapon cooldown Animosity - changed to reflect the additional buff regarding damage reduction Jarrasul's colonize - reflects the new change that spawns an extra constructor Incendiary Shells - includes the additional debuff t

66 Replies 52,051 Views

Pinpoint Bombardment - I like the range increase bonus this gives because it is different from the other two factions, but it isn't enough on its own...just increasing the range bonus will either not be enough or just look plain crazy...if these techs also gave a simple bombing damage increase (10% at each level) I think that would be a cleaner solution...not entirely original, but aren't Vasari supposed to have the best bombing capabilities anyway? Vasari Pulse Beam and Wave Cannon u

26 Replies 11,635 Views

[quote]I realize that, but I always considered the fact that you had to macro Flak to do anything decent against frigates to be a weakness in itself.[/quote] Yes, you are right...though pure flak would beat LRFs without much micro (you basically just moved your ships into the enemy fleet)...it wasn't a hard counter, but it was a guaranteed counter... [quote]Ah, you see, I was thinking we should aim to not force players to build carriers at all. They should be a very good optio

122 Replies 50,686 Views

Good news! I think I have martyrdom actually working! So, I tested this ability without any changes, and I found two problems...first, there was really no efficient way to get a massive amount of seekers to quickly go kamikaze...second, even if all of them managed to hit their target quickly, it seemed to not do that much damage...I mean, like not do even remotely close to what you'd expect (even with shield mitigation and armor taken into account)... So, I looked at the

99 Replies 39,282 Views