EadTaes

EadTaes

Joined Member # 3100824
6 Posts 515 Replies 802 Reputation

[quote]How large is the AoE, I'd imagine it would have to be quite large for it to be worth while (Illums just as dangerous if not more so at close range). And even then you're just screaming carrier spam (I'm assuming other carriers will be able to take advantage of the Sova's ability). As for the flak yeah th damage % is probably the easiest way to do it. Changing the damage from the individual entity files requires more math as you have to calculate DPS as well as f

44 Replies 114,650 Views

Indeed how ever I still prefer it for no competed for AM with raze planet and MB. 2 Abilaties I always want to have more then enought spare AM to use. If I use RB it does do more bang then IS how ever I can'T use it all time or very offten were IS is always there. Int he long run for me and my style of play over time I dela more DMG with IS then with RB.

32 Replies 18,571 Views

[quote]Not really. MB deals 150 per wave. If I remember right, this damage is dealt to all enemy ships within the radius per wave. Now, with 25 waves, you end up with 3750 damage per enemy ship. For this reason, it is great for taking out frigates, decent versus carriers, poor versus caps, and negligible versus an SB. All the armor and mitigation an SB has reduces the usefulness of MB by a long shot. Lets say the SB in question has 20 armor (for easy math) and has a max mitigation of 50

32 Replies 18,571 Views

I'm slowly working on one. I'm about to post some of my findings and changes I'll be making to it. For some changes I'll probably need the help of an experience moder. For the abialties side. I've got most fo the math done and it's lookign quite good. Advent needed a nerf bat, Vasari got a slight buff and TEC is getting the Heavy Strike craft abilaty fromt he Sova turn into and AoE with +15% dmg and +2 armor at lvl 3. It all works out perfectly. After that now I need to figure out how

44 Replies 114,650 Views

Yeah Thx mbaron888 I ran the test to and crunched numbers I foudn soem interesting stuff about imbalance int he carrier that ocne again is in advent favor. Literaly the Advent carrier is 100% more enduring then the TEC and VASARI and from the numbers crunching I did their is no reasonf or it to be. I'll PM you the info on that just so you can see for your self. Also do you have X-fire? Would probably need your help in doing some other testing. And I do my test using fighters. Bombers

13 Replies 58,467 Views

[quote]1. Nerf Repulse (Double the Antimatter cost per second and give it a 50% longer cooldown, but don't nerf it to obsolescence like subverters were) 2. Nerf Illums (Again, not into obselescence, lowering health to 500 and lowering the armor to 1 would fit the game's current balance) 3. Buff Enforcers (They're weak compared to the other HC's, the numbers don't add up at all) 4. Balance LRFS (10% nerf as I've pushed before, and also fix the sheild balance as

111 Replies 358,621 Views

Hmm Indeed but that might only be available to starbases. Last I knew about it was a hardcode you could only have 1 size weapon on a ship. So if the game see SB as a ship maybe it cna work but if they created a new hardcode for SB it probably will not work. Either way I am far to inexperience at modding to be able to say for sure. Hmm a quick look at the capital ship files says it should be possible since each individual weapon systme has it size listed. A test would be in order in th

45 Replies 142,923 Views

[quote who="JuleTron" reply="23" id="2321366"] And it's about not merging witch wont happen nor removing them. About using their name and fuctionalaty to make them do soemthing they probably should have done in the first place. I disagree. It doesn't matter how good you make grav-mines, no one will use them because why would you slow down the enemy when you can destroy him with what you already have? Unless grav-mines are super cheap compared to explosive mines and you running short

566 Replies 1,292,306 Views

[quote who="Whiskey144" reply="10" id="2321118"]ah, I believe that the way that you COULD possibly do this is by having the flak weapon, with its flak attack type (ANTIVERYLIGHT/ANTILIGHT), and have it be a RESEARCHABLE upgrade. That's probably how the Vasari Orkulus does it.[/quote] Hun???? The Vasari SB can kill fighters? That's news to me.

45 Replies 142,923 Views

[quote who="GoaFan77" reply="17" id="2321066"]Nah, Ruthlessness doesn't stack unfortunately. But i'd still take it over the Kodiaks ability (sorry TEC, i'm really not trying to turn this into an advent owns post).[/quote] No your not however their is no avoiding that glaring fact

33 Replies 12,341 Views

[quote who="MindsEye" reply="1" id="2321029"]Eadteas your system is calling for a very low am restore rate early on which would make carriers really useless exactly like they are now after just a few jumps and they are out of am.They would not be able to keep up with jumps and battle.Your sc would build at really slow rates.Then you want it to be upgraded ,which prolly wouldnt happen till late game cause its expensive and high up, to where it restores just below construction rates of sc.

111 Replies 358,621 Views

It shouldn't, if it's scripted like the rest fot he abilaties 90% it doesn't unlest it works like Clusterbombs for TEC witch deal 10 dmg to a 1200 radius to a max of 4 targets that one stacks according tot he game files but ingame it doesn't work at all.

33 Replies 12,341 Views

That would be imposible unlest their is soemthign else somewere else controling AM restoration because I did the match and a TEC carrier with 400AM and a 0.4AM restore rate is easyly able to permenently build fighters at 90AM per fighter 22 second build time base 25.3 after penalty witch comes to a 3.55AM consumption per second and to build 2 squad permenently you need 7.1AM per second. So somethign is wrong here if it is as you say. If it's a percentage it would 16AM restored per sec

13 Replies 58,467 Views

For the bombers dont worry they cost s shitload more AM person to replace then fighters. So if you tweak the AM to the figthers to be barely able to replace and eventuly run out of AM someone sending in bombers on suiicided missions will soon be running dry. Even in 1.01 it was possible to kill the AM of carrier if they were bomber spamers and you had enought fighters. Althou it wasn't fast enought. I found out some strage things about the AM restore rate thought it mean 0.4 AM restor

111 Replies 358,621 Views

AntiMatterRestoreRate 0.400000 Does this mean 0.4 anti restored per second or 4% of the ships total AM is retored per second?

13 Replies 58,467 Views

[quote]Look for the following lines at the top of the file. scuttleTime 12.000000 fighterConstructionTime 26.400000 decayWithoutOwnerRate 0.010000 Hope that helps some[/quote] What file the fighter entity file? I posted it abouve and I dont see that at all. But thanks for the rest. FighterPhaseBomber.entity FighterPhaseCombat.entity FighterPsiBomber.entity FighterPsiCombat.entity FighterTechBomber.entity FighterTechComba

13 Replies 58,467 Views

What I would accept as a cost to SC was a Pay to purchase a squad, But that to replace the lsot SC is free. So buy carrier 1000 purchase 2 SC squads of fighters 500 each to 1000 for both 2000 totalk witch should be equal to current cost of carriers. Go in battle lose all the fighters they are raplaced at no cost. Your enemy got HC and you need bombers, scuttle the fighters and purchase 2 bombers squads 1000 cost again.

111 Replies 358,621 Views

BTW I dont thing it is int he fighter files them selve here is the Vasari fighter file. Unlest it writed in some weird way I don't see it. I know for the ships built at teh factory this is were it is listed but I cannot find it here. TXT entityType "Fighter" defaultAutoAttackRange "GravityWell" defaultAutoAttackOn TRUE prefersToFocusFire TRUE usesFighterAttack TRUE numRandomDebrisLarge 0 numRandomDebrisSmall 0 numSpecificDebris 0 armorType

13 Replies 58,467 Views

I'm tryign to do a small mod and I need to find the files that control the build time of the SCs and the files that cause a build penalty to the carriers.

13 Replies 58,467 Views

[quote]AM on carriers is terrible mechanic right now. LFs cannot counter construction of craft using AM, they cannot do much at all. Only Disciples can drain a carrier of AM. The other 2 factions are SOL. I proposed there be abilities that the carrier uses that are Activated. Activated abilities can be countered because they will trigger Sabotage and Interference effects. [/quote] Thats what i keep SAY it needs to be tweaked the system is there is is just not setup to work properly.

111 Replies 358,621 Views