New version is out folks! Enjoy! (about the 3-5 mine planets, I'm not so sure, and for the moment I say nay, but gimme a bit to sit on it. I think I may be changing my mind on this one.
Raging Amish
my gut would say nay to all of the suggested adjustments, however, on the third point they are very late game techs. Very expensive. that's why they're so far up the tree. But the planetary shield is worthless now thanks to starbases. You can get undying allegiance and just not worry about losing the planet.
Good luck. It'd be easier to lower the standard to gamers with a maturity level and intelligence level above that of a 13 year old. That's probalby the closest you'll get an all girl clan.
And mines have to go too. Vasari can't make them. They need ruiners, so no mines for vasari in this mod.
Yeah, either taken out or severely weakened, the orky definitely screws with balance of this mod
Damn't. One of those rare moments I wish I hadn't chosen engineering as a career.
The main imbalance with neutrals, at least in my opinion, is that the amount that they give is so high, and you can get the same amount from a neutral on the other side of the map as one right next to your homeworld. If that system is to be kept (i.e. no allegiance factor on neutrals like planets), then the overall income from these should be lowered. This doesn't take away the edge Vasari have. They still need to search for neutrals, but by taking away from the amount that neutrals p
While I agree with what Kryo said, Stardock and IC have gone from talking to the sins community pretty regularly to completely shutting down all communication cold turkey. I don't think we've ever gone this long without hearing something out of you guys, and the fact that there are glaring imbalances in the game makes it all the worse. Modders are going in and fixing it, but getting people to rally around one mod is damn near impossible. I'm making a mod, but so is Eadtaes, and so is
The fact is you have little to no control over your connection with the ICO server, however you can take a shot at one thing that seems to have helped me. After every game, log out completely and restart sins. I have no idea why this works, but I do know I haven't been dropping games and haven't been getting disconnects. I think it may be an issue with the RAM, or possibly how recent the connection was made with ICO. I have no clue, but I just know I made one change, and my problems w
If you have quickstart on you still get 1 starting frig factory but you can't construct any more. 1 frig factory ftw!
Only one thing to add to that. Sometimes the phase lanes just seem to take a bit to pick up on the fact that they should exist. Like, if you have two phase lanes, sometimes it'll take 2 minutes or so for the phase lane to "exist" like annatar said.
Repulse Firing Cost, Antimatter consumption rate, and delay time between uses doubled. It's in there
I'll check it out, and I'm thrilled that people have already played this. Right now, I'm going back through the files as a double check to make sure that I made all the fixes that I said I did. I don't think it'll be out tonight, as I won't be around, but tomorrow or friday it should be. I will definitely be re-balancing Vasari. That much I can assure you will be in the next version.
I'm repeating a bit of what was in the previous posts, but here's a rundown for ya: 1. Get the capital (Colonizer Cap, it's the one in the middle, though you can argue for the Marza Dreadnaught (TEC Seige Cap at far right) but then you have to get colonizing frigates) 2. Scouts for scouting 3. A few light frigs, don't invest too much in these things, they aren't good 4. Look for your asteroid. In almost every game there is one asteroid next to your homeworld. C
Forward shield is a part of what the devs were referring to when they said Vasari starbase is anti-starbase. I may be mistaken, but I believe the Vasari starbase has more of its guns facing forward. The frontal shield is basically designed to help when you actually are attacking the enemy starbase. Negates damage on the one side of the starbase that an enemy starbase can shoot.
Vasari has been balanced, but now we enter a different balancing factor. The neutrals give them a heavy advantage. Not to mention the mobile starbase. This requires balacning on my part, and that's why this is just a beta. I'll be working on a second version. Can't get all of the game balanced in one go now can I? The neutral advantage is now too heavy. Unfortunately, I have to at the least nerf the neutrals. I realize this may cause some whiplash, but before it was Vasari are weak an
The Mod is posted superfleet. There's a link in the post.
That has crossed my mind. I will be adjusting asteroid fields, plasma storms, etc so they have 1-2 neutrals. I want to do one of two things. Either cut neutrals by a paercentage so they don't produce as much in general. Currently they make .69 on fast. I'd probalby lower that to .35-.50. Otherwise, maps will heavily favor vasari players like you've said. Ideally I want to see if I can mess with the random map generators to stop the map screwing. The other
I didn't change the build penalties. TBH with you right now I'm just trying to get everything I've done out there first. Carriers still have antimatter. I haven't done much with them. In flak vs. fighter, I've nerfed flak damage (i will post it soon, promise), I've balanced the fighters (TEC buffed basically), and I increased the antimatter cost of strikecraft. I'm going to touch on a lot of other issues in the game. What I want to do is get a list of what's done, and wha
The 50% cost add on actually isn't all that much. 1 squad for each race costs 90/150 respectively for fighters/bombers. I've made it 135/225 respectively. I think I'm going to lower this to 25% because 50% was probably a bit much, but my main goal was to make a small change to the mechanic of fighters so that they aren't so easily replaced. I've also nerfed flak so that they aren't lost so quickly. In practice, I'm hoping what these two changes mean is that 1. Fighters are lost a
Sounds good to me superfleet. Check out the Modding section of the forums. I put up a mod called RAKK Community Balance MOD. I'd like to hear your input there. So far the mod just has basic fixes, but that's cause I've only been workin on it for a couple days.
Hells yes. What I'm really hoping is that between Eadtaes, Myself, you, and others that there can be a general consensus of what is and isn't balanced. This mod so far is just me putting my ideas out there. I'm basically balancing out everything I think that falls into one of two categories: 1. The change is so small that no one will get in a twist. You see this in the light frig section 2. It's a generally agreed upon taht whatever fix/balance I made is one that every
Even though it's been quoted so you can see directly what I said, I'm nixing my post. Felt like an ass after I wrote it.
I haven't forgotten this at any point. The Illum does the most damage of the three and thanks to using beams instead of missiles less of its damage goes to waste and the ship never stops firing. These are passive things that makes the Illum the superior LRF. I'm not touching the guns. The guns make this ship superior. The current Illum crushes the enforcer and is about on a equal footing with Kodaks and Destras, which is wrong. So wrong. The Illum has always been and will always be th
Partly? Let's go with COMPLETELY! :) LRFS Added. I should mention I've already changed the stats on just about every class in the game except capitals. Writing it up on the forums is taking a while though.