Raging Amish

Raging Amish

Joined Member # 3101261
10 Posts 274 Replies 28,632 Reputation

Yes. I have a lot of numbers that I've crunched and I've done enough testing to have a good idea what numbers I should be using. EadTaes is making a mod where it sounds like he's changing a lot, and if he can pull it off, kudos to him. My goal here is mainly to try to go in and tweak the game stats to a state of balance. The more people I can convince to use it, the better. Ideally, I'd like to get most people playing online to play it. A lot of people, myself included, are sick of lr

13 Replies 17,306 Views

In theory, yes. In practice, no. Illums crush assailants and javelins. Illums stop anything from getting anywhere near the guardians or take out a HUGE chunk of the enemy fleet trying to do so. Illums themselves aren't so bad. Neither is repulse. Combined it's uncounterable. Illums beat everything, including HC's. No one's stupid enough to try using SC on Guardians. 50% multipliers and Halcyon bitch slap of doom make SC ineffective.

47 Replies 42,289 Views

Well......against a newer player maybe, but let's say I honestly entrenched. I would put the starbase near the side of the grav well that my enemy is going to jump in from. My fleet would be in this grav well too. If I was really entrenching, that means I have 2-5 repair bays, 4-8 turrets (yep, I love the nanite ability on them), the starbase itself, my own fleet, and hangar bays with fighters. Even if I've entrenched to a lesser extent, at the last someone will have the sta

167 Replies 73,496 Views

Balance the carriers. Don't buff them excessively. I don't and never have liked the idea of giving the capital carriers more squads. They already bring a cap that does damage in and of itself, plus, it's capital damage. So 100% multipliers all around! The Vasari cap needs a buff. It's pathetically weak compared to its counterparts in terms of dps. The Sova should have an AOE for Heavy Fighters. Adept Drone Anima needs more SC per squad on the Halcyon, something along the lines of (1,3

45 Replies 142,924 Views

Yeah, it crashes when I enable it. So if I put the updated gameinfo folder in there and JUST that folder, that's all I need to do? I've opened the respective folders for units to see their stats, and I've manually tweaked them on notepad. This is the proper thing to do yes? And by the way, thanks a bunch dude. Much appreciated.

13 Replies 17,306 Views

Who do you think buys all those fleshlights? The porn industry and over half the websites on the internet aren't a multi-billion money maker for nothing. Someone's buying all that stuff!

175 Replies 646,912 Views

I'm currently attempting to create a MOD where the only thing that I'm going to change is the current game stats. I'm not all that computer savy so I'll run by you what I've done. I downloaded the GAMEINFO folder and adjusted stats of ships. I put that GameInfo folder into the proper folder way down under AppData into 1.03 Entrenchment mods. I called the MOD Raging Amish Balance Mod and put the gameinfo folder under that. I don't know what to do past that. Can ya help an Amish

13 Replies 17,306 Views

Pulse Guns and the lasers in the othe races upgrade the scouts too. N3Rull, who are you online? I think you've probably already told me at one point, but I forget. For the moment, the greatest thing that could be done to balance the game within the Vasari tech tree is bring the wave tech down to tier 2,4,5 to correspond with the respective HC tech trees of the other races. I don't know how reasonable it is to ask for the weapon type of a ship to be changed. The de

51 Replies 101,710 Views

I think most of the guys here play online. The AI, while not terrible, is incredibably predictable and provides no challenge to more experienced players. The AI brings no challenge, so we play humans. We can all unite around 1 mod, but with Sins this is cumbersome. Everyone has to download the same file and install it the exact same way. Not impossible or by any means difficult, but still a pain. Odd thing is we do like it. I do. I like the game. It's a masterpiece of strategy. THe pr

44 Replies 114,650 Views

Fair enough. It doesn't need to be a 360 degree ark, but the current point and shoot's gotta go. I don't think you can adjust the turning speed without affecting the speed/acceleration of the ship, but that's just a guess on my part. For what it's worth, I was never crazy about the Orky. The idea of making a mobile starbase created a gigantic glorified frigate that is stronger than anything else made in the first 10 minutes of play, meaning the Vasari player has a huge edge on rush ma

167 Replies 73,496 Views

The fact that we have to unite around a players mod is ridiculous. It's not hard to crunch numbers and balance this game. I've done it and I'm jo smo sitting at home who figures this shit out in about 30 min. I've crunched the numbers for Scouts, Light Frigs, LRFS, and HC's and ALL are unblanced. There are other things out there to look at, but the plain answer is there is numerical proof that the game isn't balanced. It just isn't. Multipliers don't make sense at times. DPS of some s

44 Replies 114,650 Views

*facepalm* I don't even know where to begin..... So many people who I disagree with. Where I get lost is how giving the current overseer a 360 or 180 firing arc is going to change anything for the worse. The whole point of the overseer is to stop microing of cap ships. Ya get it? If I bring this thing out, and you are stupid enough to attack my cap, that's your own fault. I brought the counter cause I wanna keep my cap ship alive.TEC can do this with buying the early a

167 Replies 73,496 Views

Reeeeeally, cool. I'll renig that one. I've got no problems making a retraction. In that case Illums are just way more tough than their counterparts. Wow. Here all this time I thought instant hit was a factor. You've just told me that it's actually that the Illum is that much more powerful. Oy. I feel another headache comin on.

33 Replies 12,344 Views

I must emphasisze that the lrf range is already the longest in the game. The Illum actually has the third longest range in the game with 5500 (arbitraty I know, for reference, HC's have a range of 2000 i think). Assailants have a range of 7800 i think. LRMS 9800. This is all off the top of my head. Zyrxil has a post up in the strategy section where you can look it up. Keep in mind, I'm not asking for a huge nerf. Not at all. Small adjustments to this game yield huge results. Actually

17 Replies 57,118 Views

I agree and disagree. I've never been much for mods, but I'll give it a shot. Yes RTS's have been unbalanced in the past, but I've never seen a game where the supposed "counter" doesn't work. There will always be uber units, but the counters have always worked. I paid $50 for a game that's playable, and for like 95% of the game it is. But against other people....oy, mod community, here I come.

44 Replies 114,650 Views