Here's the update for the Kol's Gauss Blast: DownloadJust copy that into the "C:\Documents and Settings\\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods" folder and enable it in the Mods menu (access by clicking 'Options' on the main SOASE menu).I'm not sure if you can run different mods together so if you're using any other mods you may just want to copy the edited file (BuffGaussBlast.entity) into your other mod's GameInfo folder.For reference, I increased it like s
CassieDad
Saikou XI, Thank you very much. I will attempt to get this mod in this evening. No problem about the Cap ship damage. Just happy to give the Kol railgun the damage potential that such a massive weapon deserves. I will let you know how it turns out.
[quote]Hiya guys/gals. I've been fiddling around with modding SOASE today and browsing around the forums here and other places I've noticed there's some things that people keep asking for and it never really gets done, or at least it's never mentioned. So, since I plan to keep fiddling until I get everything the way I want... I figured I might as well help people out!So, if you want something you haven't been able to find or a certain feature you just want by itself instead of an entire mod, let
[quote]Well as for this topic i created a super carrier out of bordum for Vasari, just about to text it there now. the only thing i want to really do and cant is get a larger, extremely unique cap ship to use. i might look some up, i already got an idea for the TEC battleship, its just getting its model, as for vasari and advent, im not quite sure yet, might look up a few ships later on today or tomorrow for ideas on what i think would suit them.[/quote] Don't know if your a B
LRM's (Assailants) are at tier 1.[/quote] I wasn't aware of that as I don't play Vasari. I stand corrected. However, that doesn't do anything to bolster the argument for using scouts as LRM counters.
[quote]personally i hate playing against other players for games like this, i enjoy building an economy and exploring over worrying about getting my but kicked in the first 30 min, i like to defend rather than attack, this is my preferred play stile, you do have a valid point tho, the cap ships now are like, that is suppose to be scary (laughter). I was looking for something that would make a battle between 2-3 ships last for 30-40 min sort of thing while still keeping true to each races tactics
[quote]Wouldn't it be nice after building a Sova that you had 7 heavy fighter squadrons ready for battle as opposed to 2 ordinary ones?Late-game? Sure and to a point (with upgrades and paid levels), you 'can' get a very strong ship right out of the gates. How would this effect the early-game, though?A level 10 Kol has roughly the same damage output, including fighter squadrons, as 4 heavy cruisers (maybe even more with everything combined) and that's not even counting abilities. If we increase t
[quote]well, we all got our own opinions, you COULD modify the existing ships but IMO id prefer something that is going to be considered a super weapon more or less just mobile. and they don't really exist the way i describe it, although it comes down to if you play online where games tend to take place in early game, or if you play single player where they usually do not (i like to draw out games). keep in mind everyone has an opinion on what they think is cool or not, this is something i would
Edit*Cassie's Dad: Um, the point about teching to Flak isn't the cost. The point is the TIME it will take for you to tech to Flak. The extra lab and research required gives them that much more time to build a horde of LRMs. It's a race against the clock, not the bank.[/quote] Both LRM and Flak require 2 military labs iirc, so by researching flak, you don't lose any real time to your LRM using opponent. Point of this discussion is to validate scouts as a cheap counter to LRMs. As i
StCobalt, The ships that you describe seem to already exist. Problem is that their dps isn't consistent with their weaponry and Cap ship status. The twin Plasma Wave cannons on the Kortul Devastator should by right be able to slice a frigate class ship in half Shadow style (see: Baylon 5), but they don't. Why spend 30K when your 3k ship is supposed to be capable of doing the job? Fix the existing Cap ships and there is no need for the super Caps imo.
As I don't use LRMs, fighters are my priciple long range attack force. I find them to be more useful than the sedentary LRMs and cost nothing to replace if they are destroyed. My Kols/HC/Cobalts handle the heavies while my flak and fighters deal with everything else.
I'm fine with the present Cap ships, but I would prefer level 10 offense/defense at the outset. The super abilities are not quite as important. What TEC player wouldn't prefer another squadron over the missle battery ability on the Sova? Uber Cap ships wouldn't add anything to an already great game and might even turn a number of players off.
You raise valid points Ironhandx. I don't think this would be a discussion if a Cap ship came out of the factory with level 10 firepower and defenses. Wouldn't it be nice after building a Sova that you had 7 heavy fighter squadrons ready for battle as opposed to 2 ordinary ones? Its a shame that 10-12 LRMs would likely kill a newly minted Sova. At level 7-10, my money's on the Carrier. The problem lies in the leveling system. I'd gladly give up the Kol's "finest hour/flak ability to have level 1
Scouts make nice counters to LRM's in addition to their ability to also destroy structures. That being said, I prefer flaks not only because they hurt LRMs, but because they obviously annihilate fighters (which make mincemeat of scouts)/bombers. When you look at the ability of flaks to deal with the aforementioned enemies in addition to their multitargeting and heavy armor, they are more than worth their small research cost and are superior to scouts.
[quote]Personally, I am confused that a Marza Dreadnought, with its 8 S-S missile Banks, and Radiation bombs, and its fewer guns and lasers can take out more opponents in a quicker time frame than a Kol Battleship.I also find that if one were to use a balanced fleet of a few combat ships with a large number of Carrier/LRMs, one takes out targets at a faster rate.I rationalize this as an inbred desire for players to use thier judgement and playstyle to select the type of capital ship they build.
[quote]Why? They are combat ships-all ships are. However, their power lies in their special abilities, not their regular guns.Also, what makes you think an LRM frigate is "thin skinned"? LRMs are -big- ships, as all frigs are.[/quote] The manual clearly states with regard to the TEC LRM: "However, the Javelis' weak armor and shields make it an easy target, particularly for enemy fighters". Now if it can't deal with a little old fighter, then logic would dictate that it should fold
[quote]This is why at least the combat Cap ships need to be enhanced. The Iowa class battleships that you referenced were/are capable of destroying any frigate with a single salvo from its nine sixteen inch guns. Considering the cost in crew/supply/materials/credits, shouldn't the Kol/Radiance/Devastator be equally capable?SoSE is not set in modern-day America. Just because the Kol/Radiance/Devastator share the "Battleship" title doesn't mean they are the same thing.[/quote] No, th
[quote]Cool to see this thread growing and even better to see different opinions As i said in OP - love the game as it is really so my suggestion isnt by any mean request - its just that - a suggestion... which i still think is very good one indeed...Also i can see that some people are still taking it as "make Cap ships uber powerful" which isnt at all what i am suggesting...No one here wants a "pop-corn blasting super-weapon" just a bit of extra fire power that can indeed be compensated by high
[quote]I really don't see anything in the storyline that supports this contention. The developers put in a lengthy leveling system for Cap ships to encourage the early game utilization of smaller craft, not to make them the centerpiece of your fleet throughout the span of the game. However players take advantage of this and spam/quick rush these low cost units and in doing so relegate Cap ships to supporting roles. In essence, players have dictated the storyline.No, the DEVELOPERS dictated it by
[quote]The only argument that I do see for an accent to capital ships is that, for instance, a US Naval battleship, our largest ship, is multi-role. It is very powerful. It can launch its own campaign against a small country, and it can also defend itself against incoming missiles and aircraft with amazing accuracy. It's this multi-role design that enable cost saving and tactical versatility.[/quote] This is why at least the combat Cap ships need to be enhanced. The Iowa class
[quote]You must see capships with regards to SOSE's logic/story. In SoSE, Capships are not wtfpwnships. Capships are support ships, command platforms if you will. Which brings me to another point-Frigates are not tiny. Frigates are pretty damn big. *Fighters* are tiny. Frigates and cruisers are supposed to be the bulk of your force, and capships are meant to support them.This is not Star Wars or Star Trek or . Just because SOSE capships aren't just for raw damage potential doesn't mean that SoSE
I agree with the OP. An easy fix is to make Capital ships do 200% damage to all frigates and 150% damage to heavy cruisers. That would be fair and more realistic. Also one would think that Cap ships would have capable missle defense systems. Cap ships should be capable of stopping at least 60% of incoming Frigate based missles in addition to the standard shield mitigation. This fix would lessen LRM spam imo.
[quote]Well, the ability has a "DamageAsDamageTarget" modifier for the 25%, which really doesn't clarify much, unfortunately:entityModifierbuffEntityModifierType "DamageAsDamageTarget"valueLevel:0 0.250000Still, if I had to guess from it, I would say it's more of a blanket damage increase rather than modifying mitigation.[/quote] The description is kinda nebulous and the devs really should clarify it better. If it is indeed a blanket effect, then it doesn't matter whether you
At first I thought that it prevented a ship from attaining more than 35-40% shield mitigation (60-65% mitigation - 25% damage reduction), but now I'm not so sure. Just thought I'd ask some of those with access to the in-game modifier numbers. Thanks all for the insight.
According to the in-game info card on Designate Target, there is a 25% damage reduction to opposing vessels. Is this percentage applied to shields, shield mitigation, armor, or hull? Or is it applied to whatever barrier exist at the time? Just wondering as to whether or not it is more beneficial to use it when a ships shields are down.