Seleuceia

Seleuceia

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

Since the weekend is here and I'm sure a lot of people would like to do some testing, there is now a compilation of all 4 min-mods currently in progress...my apologies if it is not complete or the change log is not perfect...I tried to compile different string files and entity manifests as accurately as possible, but I will admit it was a bit rushed so that there would be a compilation for testing this weekend... The changes in the current version are by no means permanent or complete

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Version 0.20 of Project Equilibrium has been released...I will warn you that this is a compilation of 4 separate mini-mods...the compilation may not be perfect and has not undergone any polishing or extensive testing...I will admit this compilation was a bit rushed but it was done so that testing with all current changes can be done this weekend...

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Okay, 13 instead of 14 would still be an improvement...I can go for that... As for adjudicators...I'd like to not change the combat stats of the unit...would a slight cost reduction and FS reduction be in order? Also, I've been thinking about it, and I think maybe sentinels and fighters should use wave cannons...TEC have the same situation with their HCs, flak, and fighters using the same weapon...it also would make those expensive wave cannon techs much more useful...pulse be

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Bombers most definitely need to stay with PMs...that is a Vasari strength and I don't think it should be taken away... The nice thing with pulse beams is that it is easier to get (LFs are now more important so pulse gun is going to get researched anyway)...but, wave cannons allow +30% instead of just +20% and are on the enforcer... Vasari are getting hit hard...now, I think this is good since their advantages in some cases were ridiculous...but, they can't be nerfed t

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That would be good...I'm available most of saturday and sunday...so, how about 1 PM or so Saturday? So, that be 2PM eastern time I guess...but if that isn't going to work I'm flexible... As far as I know there are 4 mods out there...the capital ship abilities, these abilities, the weapon type modifiers, and then the envoy/pacts mod...now, in order to integrate the capital ship abilities and the envoy/pacts mod, a new entity manifest will have to be created...not a big problem, b

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Here is an update...repulsion has been fixed (hopefully) and demolition bots no longer requires the hoshiko to face it's target...distortion field has also been changed with above changes... I think it is important to make sure demolition bots isn't too powerful (doubt that it will, but you never know) and that distortion field isn't too weak (Vasari haven't gotten the most nerfs and least buffs overall)... <a href="http://www.4shared.com/file/d7KTU5Sw/Frigate__Structure_Abili

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Not exactly sure if this is the best place to bring it up, but I do think it involves capital ships and counters... First, I think Vasari fighters and sentinels need to have a weapon other than phase missiles...I'm not the only person to suggest this, but the issue lies in which weapon to put on them... We basically have three choices...pulse gun, pulse beam, and wave cannon... Currently, in all 3 factions, bombers and LRFs share the faction's primary weapon while flak

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Good catches...thanks for seeing those...I'm curious though why I never got an error report for either of those with error reporting on...guess it doesn't show everything...changes have been made...

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So far I like all those changes...will look forward to trying it out! Was just taking a look at some of the files...what changes were made to the Cultural assistance ability file and beam Pact? Also, the missile pact currently increases the damage of TEC missiles and Advent psionic surges...but PMs get an increased chance to bypass shields (which is much more powerful)...perhaps changing this to a pure damage increase instead of shield bypass may be best...PM

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Alright...the culture pact increasing max allegiance is good...I like it a lot...I still think mutual threat is too powerful though...+10% allegiance may compare to a metal pact or resource pact, but cultural assistance doesn't come even close to comparing to mutual threat...even for planets with +35% allegiance, a one third increase in resources and tax income doesn't compare to a 300% increase in resources for 1/3 of the time and ship/structure build rate increases...if your ally a

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So far we have addressed 4 of the 6 support ships and 5 of their 13 abilities... Both domina abilities have been tweaked, the cielo's embolden has been buffed, the overseer's jump degradation is passive, and repulsion has been tweaked on the iconus guardian... I'd say that designate target is fine (-40% damage reduction is a 66% increase to damage taken if I understand this correctly)...but I'm open to suggestions...the hoshiko repair ability is fine...I'd say reactive nanites

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I think I may have a solution to our repulsion problem...here are the two instant action buffs applied to all affected ships... numInstantActions 2 instantAction buffInstantActionType "InitializeMovementTowardLastSpawner" instantActionTriggerType "OnDelay" delayTime 0.000000 minLinearSpeed -600.000000 maxLinearSpeed -600.000000 instantAction &nbs

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[quote]How about taking the Javelis and Kanrak to 450 if 400 is too harsh?[/quote] I definitely think it is worth trying...the modded speed actually is 450, so I'd say 475...it's small, but it'll still be noticeable since it will slow early fleets down (that are just LRF, LF, and flak)...

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Okay...so I tried out the changes...now, I haven't had a chance yet to test them very much...I was only able to play a 1v1 against an unfair AI and didn't quite finish, but here are my feelings so far... I really like LRFs not being as good against heavy armor....most definitely requires a more varied fleet composition with lots of LFs (I was using about 1/2 LRF, 1/3 LF, and 1/6 Flak for most of the early game)...in one situation I actually built only LRF because the enemy th

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[quote]1. This pact could also make shields more resistant to phase missiles (like the Kol's shield ability). This helps the Advent defensively, and the others offensively and defensively (but not against advent).[/quote] I'd put that with the shield pact...it's a level 8 tech and needs the boost... [quote]2. Apply the buff to beam weapons as well, since that's what Advent use in place of missiles and phase-modulating the rotating frequency of an energy beam is really quite

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I am releasing the changes I have suggested before...they are by no means set in stone, but at least we have something to play around with...this change log is cumulative... Here is a the download... Change Log Project Equilibrium - Frigate & Structure Abilities v0.20 -- Released 7/29/2010 Structure Changes -TEC Hangar --Antimatter regeneration rate

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I'm not certain, but I think the biggest reason why people won't build envoys is that all the pacts/envoy bonuses requires lots of civ labs...since most players likely aren't going to get more than 3-5, I guess there's not really much incentive to build them... Nevertheless, fleet supply certainly will encourage their proliferation....I just am not sure if it's the best way to do that, though I don't really see any other alternatives...

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Changes look good for the most part...address things we all want to test, will be looking forward to trying it out... My only concern would be that HCs are now less effective against LRFs than they were before...their damage dropped by 20% while LRFs dropped only by 15%...

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Well, my experience with the domina is that a group of 10 or so is good for helping to keep high priority targets alive (caps and SBs)...the channeling isn't an issue if you are only using them on a few targets, but then the domina's aren't very good with frigates...hoskikos can spread their repairs to so many ships so quickly (multiple targets simultaneously, fire and forget) while the overseers can continually add hull points (which works with any type of target)...given the domina's cooldo

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Under the assumption that envoy bonuses and pacts are balanced, I do think it is reasonable to reduce the fleet supply cost...they already take a long time to build and get to wherever they need to be, so there are already limitations... however , I would only lower the fleet supply after pacts and envoy bonuses are balanced (in which case I think the most powerful ones will have to be toned down)...the more powerful these bonuses are, the more fleet supply these things should cost...<

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[quote]DPS/cost[/quote] If IIRC HCs are the most cost effective while flak are the least cost effective (must take into account it can't FF)...LRFs are somewhere in the middle... HCs, however, are vulnerable to one of the most powerful units in the game (bombers), which is a huge drawback... [quote]Hull/supply, and Hull/cost[/quote] Unfortunately it's more than just hull that matters...some abilities (Missile Barrage) are more damaging against smaller but weake

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That is a good point...but I don't think a single pact or even 2 pacts should be game-changing...in my experience, both the mutual threat envoy bonus and supply pact are individually game winners...if your enemy has even one of those and you don't, it's over for you unless you are vastly better at this game or vastly more powerful when they obtain these bonuses... If we are to balance the pact/envoy system, then we have two choices...either we make everything on par with thin

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