[quote]scouts early game are yber, you cant belive how many players i have fuckked up with scout swamr, who rushed to lrm's[/quote] That makes a certain amount of perverted sense. LRMs are one of the few things scouts can actually make a dent in, after all.
Mongoose22
[quote]I've used this tactic occasionally. I usually like to blow up military labs with them. That way my opponent loses the benefit of his shield, armor, hit point, and weapon upgrades.[/quote] Unfortunately, that doesn't happen. The only things you need constant lab access for are techs that allow you to create new objects, like frigate/cruiser prototypes and research for new orbital structures (not that disabling those is bad, either). Passive upgrades and new abilities are all p
[quote]It's a matter of a mb or so. I was going to take them out but, takes re-uploading the file. If it ain't broke, don't fix it.[/quote] Fair enough. For the next version, I guess.
Nice merge. One suggestion: save a little space and get rid of the TXT_GameInfo folder. To my knowledge the only reason that's in bailknight's mod is to provide text versions of his binary GameInfo files, but you replaced all of the GameInfo folder with Uzii's, and those are all in text form anyway. That makes the TXT_GameInfo folder both unnecessary and inaccurate to boot.
[quote]You may miss something. Both original reference(1.04) and my mod(1.2) have same value 0.75[/quote] [quote]Actually I mess up most of original text entity files during testing my multi-conversion script and overwrite many of them I have almost no time to check last weekend so it seems like recovering txt is not complete.. sorry for inconvient. I`ll release fixed TXT later.[/quote] I compared the values based on the text files in the TXT_GameInfo folder, so if t
Another stat fix: Siege frigates look like they take 14 supply now. Also, the damages for the TEC and Advent siege are 21 for bombardment.
If it's not an oversight, I suspect the reason is because the Advent have a research line devoted specifically to bombardment damage.
Love your mod. Soooo much prettier. :LOL: A few quibbles: * The gameplay changes seems to change more than what's listed. The AntiVeryLight reduction in bomber hit percentage in 1.04 isn't there, and the AI has different parameters, from Gameplay.constants. Strikecraft all have twice the maneuverability. This is from diffing TXT_GameInfo against the 1.04 reference files (WinMerge for the win), so dunno if it's just because they changed from 1.03, but the changes from reference shou
Cool, thanks. BTW, is it just me, or are those range changes way more than the percentage change stated in the patch log?
The LRM frigates have drastically shorter range than the values listed in the spreadsheet, if I'm reading the 1.04 reference files right. The files say the Illuminator has 5520 range; the Javelis, 9800; and the Kanrak, 7820. [quote]I added those to the ability descriptions, I think I forgot to write a note for that.[/quote] Found them. A few corrections for 1.04: The missile battery has 1250 hull at L3. Also, the DPS scales up by level, too, since the damage and coo
[quote]This is a good idea I have been in the situation where you have a large fleet and the planets to back it up. Then you lose a few planets and some ships and your economy comes to a stand still. Instead of downgrading your logistic research you could basis fleet cost by the actual size of the fleet instead of level of your fleet logistics.[/quote] Right, so you only pay an upkeep rate for the highest logistics level your fleet currently needs. Seems fair to me. Get 'er done, Iron
[quote]Good suggestion on the face of it but it'll cause micromanagement hell..It's only good for a situation where a player with many planets suddenly loses ALL his ships and.. by then he should have enough economy to run with it, along with sci upgrades[/quote] Why not just make the upkeep scale automatically to the # of ships you have out? So if you drop below the limit of the previous logistics, your upkeep also drops. Fleet logistics would act more like tax brackets instead of pe
Cool! I don't suppose we can get our (my) impatience satiated and get a partial or full changelist a few days early? :d
Awesome spreadsheet. There seems to be two (pseudo) ship entries missing, though: the Missile Battery made by the Sova Carrier and the Siege Platform made by the Vulkoras Desolator. Temporary entities, but they have ship-type stats just the same, probably by level.
[quote]The Sova's Missile Battery gets a stronger attack as it levels up. I'm not sure if its rate of attack or range upgrade. Overall, its an easy ability to drop in the midst of a battle.[/quote] [link="https://forums.stardock.com/177486"]Stardock missile battery post[/link] It would seem the battery gets more hull, shields, and armor; does more damage per shot (base damage is 13 at lvl 1 to 18 at lvl 3); and fires faster. They get all the applicable research upgrades for
Gotta say, kudos for this mod. Makes the game a heckuva lot prettier (at least, when the particles are still displaying). ;) Is there no way to get a version that's totally free of gameplay changes, though? I did remove my gameinfo folder, but to me it feels a little incomplete if the gameplay changes are actually needed for some of the modified effects. Although it seems from the readme the #2 gameinfo change is the only one that seems to be directly tied to effects, and the others are stra