EadTaes

EadTaes

Joined Member # 3100824
6 Posts 515 Replies 802 Reputation

Indeed the most difficulte part of thsi balance is getting the Carrier and flak balance just right. But I think I got that solve as in my thinkering I inadvertedly and quite conviniently created a "slider" that will adjust (with game play and feedback) the balance jsut right. For 20 squads of fighters if I increase the damage modifier of antiverylight vs verylight by 0.1 I reduce the number of flaks needed by 2. If I reduce the damage modifier by 0.1 I increase the flaks needed by 2. Justa&nb

53 Replies 119,893 Views

Imformation and feedback is CRITCALY MISSING!!! We need information for the devs and we need it soon and not later. From now I would have Expected IC to not only have been having talks with the communaty about the glarign balance problem but to have also started releasing some information about the Diplomacy expansion. I am not expect full finalised change logs bu

33 Replies 114,383 Views

I would recoment the adjacent additional defense, but ading a mobile fleet to help out will also help.

6 Replies 2,639 Views

Well last night I saw a guy on ICO saying he was working on it. He also say his ship modler has gone missing. Is that guy I saw the same guy as here I dunno the name was different your guest is as good as mine.

170 Replies 353,344 Views

For the sova I ahve fighters Stats I will post shortly that will more in detail explain how it works and show that it is badly needed for TEC. As for sova and carrier spaming good luck with that. For the advent LF I will be making sure it can recharge its own AM. Just not as must and the other LFs.

26 Replies 98,947 Views

The First version of the mod is out and ready for public critiques. Be sure to read the imporfation on that chnages to get a better understand of what has been chnaged and how it affects the game play. DOWNLOADS STAGE1a: CheckSum is: 5426283 Downlaod link remove since it's and out fo date version. It is recomended to read The game

26 Replies 98,947 Views

Deciver can you add this section when you have time I would like to know the opinion of people on static defences. Increase range of the main Gun of all Turret defences? Decrease Cost of Turret Defences? (By how much in %) Decrease Tactical slots needed for Planatari Sheild, Nano Jamer and AM Recharge moduals? Increase amount of SC wing in hanger bays?

566 Replies 1,291,944 Views

Diplomacy is the 2nd expansion and if we belive some of the more populer sugestions the Pirates should be gettign a rehaul their should also be spying and sabotage tools. For single player their should be new tools that allow you to accept or decline missions from AI as well as give them missions. And lots of other stuff. But we realy don't know. Ironclad has been dead quite on it. As for the 3rd expansion no one knows. How ever I hope it rihmes with Escalation were SUB-CAPITAL

30 Replies 52,419 Views

All 3 are actuly very ineteresting. I can also say that under my balance mod these tools will gain in importance. For advent the deliverance engine will give a very ineteresting boost to assaulting heavyly defended TEC planets that have culture, will also help againt other races. And the Kotsure will greatly help Vasari in Managing enemy SC booth defensively and offensively. Actuly the Novalith will kinda become the weakest one of the pack.

53 Replies 102,358 Views

Teal glad you find it interesting and yes aditional testing hands are needed I am taking applications, since I don't plan on realeasing anything until I belive testing proves that it works properly I ahve alot fo testign to do and all the help I can get is needed. Need to do 2 things to help me test. 1- You need to download and install X-Fire. Once you have done this add me to your friends list and say "Hi I wanan help with the testing". My XFire name is eadtaes <a

26 Replies 98,947 Views

Well 1 way I know you could make neutrals be affected by allegiance would be to make them colonisable. But this is only a dummy colonisation As their would be no logistical slots, no tacticals and it would have a planet healt of 1, no builders. It coudl work that way. You migth how ever need to give it the exploration upgrade since artifacts and other bonus might spwn there now. But doing event hat would be prety hard. I know I don't have the skills or undertsanding of the game files yet to d

89 Replies 218,421 Views

Thanks, I also posted in Danman's threa dllokign for what tell the game to apply X buff to target from X abilaty and how it works when multiple buffs need to be aplied from 1 abilaty.

5 Replies 5,237 Views

True Balance Mod (Atleast compared to IronClad's last attempt) By EadTaes STAGE1a is Realeased to the Public This mod is for Sins of a Solar Empire Entrenchment 1.03, I am sorry for vanila people but I will not be making a conversion for sins 1.17. <p style="text-align

26 Replies 98,947 Views

Oh btw these are the things That I belive you got right in yoru mod and that I do support and might/probably will copy into mine. Seige frigates slots reduced to 10 Carrier speed incresed to 500 Subverter hull points increased by 100 and shield by 50 Subverter price increased to 450/110/100 Increased turn rate of light frigates (By how much?) Adjusted turning speed of overseer and subjugator. (By how much?) Doubled cost of am for repulse.</

53 Replies 119,893 Views