Foraven

Foraven

Joined Member # 3165278
4 Posts 39 Replies 367 Reputation

[quote who="Primal_Savage" reply="2" id="3399080"] That's where I would start looking... (Modify it for range on ranged, Add the line for melee ones)[/quote] Will check that out. [quote] Not sure... there's blunt, spear, staff, onehanded, twohanded, bow[/quote] I guess i wasn't clear on that one. I want to change what upgrade from what (when designing units). [quote] That should do it (Ties weapon and a

35 Replies 90,830 Views

Alright, got the game a few days ago and enjoy it quite a lot. However, i'm knowledgable in medieval weapon and armor and find the way they are depicted in game, as well as the tech tree, to be a bit messed up (realism wise). What i plan on doing is readjust some stats, put the weapon and armor in the right order, potentially have a few more weapons for your troops (and heroes) to use and adjust each factions unit (and maybe NPCs) designs accordingly. I plan on making this compatible with

35 Replies 90,830 Views

[quote who="sjaminei" reply="11" id="3398958"] I suggest you start with pikes and mounts then. Coreweapons.xml and CoreMounts.xml as well as UnitStats.xml https://forums.elementalgame.com/444737/page/1 this should hopefully help get you started with the unitstats that should be the hardest issue to mod. Just pop in the modding help thread if you get stuck, and don't be afraid to experiment If you get this mod right, I want it ^^ [/qu

12 Replies 17,511 Views

[quote who="sjaminei" reply="9" id="3398791"] Quoting Illauna, reply 4 The suggestions you have here were in Elemental : Fallen Enchantress. Weapons strength and weaknesses were effective against against certain armors. It was found out later it made the game clunky and was removed with Legendary heroes. I believe this information is still found in the XMLs and might be able to turn it backon. Should they change it...I think its fine how it is. Th

12 Replies 17,511 Views

[quote who="Illauna" reply="4" id="3398618"] The suggestions you have here were in Elemental : Fallen Enchantress. Weapons strength and weaknesses were effective against against certain armors. It was found out later it made the game clunky and was removed with Legendary heroes. I believe this information is still found in the XMLs and might be able to turn it backon. Should they change it...I think its fine how it is. [/quote] Can you define what you mean by "cl

12 Replies 17,511 Views

Hi everyone, only got this game this weekend but i'm addicted [e digicons]|-)[/e] . I like the gameplay and the empire building and find the game somewhat challenging. Now, here a few thoughts about the game from what i seen so far (i'm quite far in my second game and keeping up with the AI on the challenging setting): Defending cities: I feel that part of the game is quite borked currently. It's very hard to keep troops where they are

12 Replies 17,511 Views

[quote who="wnmnkh" reply="24" id="2132967"] LISTEN. FIRST OF ALL, MARZA IS NOT SPEEDY DEATHSTAR. IT IS A GLASS CANNON. SECOND, IT IS OTHER CAPITAL SHIPS SUCK HARD, NOT MARZA OVERPOWERED. NERFING MARZA ONLY MAKES THE GENERAL VALUE OF CAPITAL SHIPS DECREASED, FURTHER DISCURAGING PEOPLE TO BUILD CAPS. *exhausted.[/quote] Makes other ships on par with the current Marza and players would scream the game is unplayable. Whole fleets would disapear

377 Replies 1,216,139 Views

Well, i hope the next patch will fix the AI so it start to build defenses like it used to. Mines and starbases are nice, but basic guns and hangar do a better job at protecting a planet. The AI has improved in the expension, but something has been messed up when it comes to the AI to build up it's defenses, it's a joke right now...

12 Replies 25,057 Views

[quote who="transitive" reply="1" id="2126072"] they still build normal amounts of turrets, hangars, and repair bays though, that hasn't changed in my observation. [/quote] I did run a few test games where i surrendered and left the remaining AIs (Hard) battle it out. From what i could see, they hardly build defenses around their planets, even when they have lots of resources to spare. It seem to me the AI save up for it's next starbases and skim on the cheaper s

12 Replies 25,057 Views

I'm not sure, but after a few games i noticed it's very rare to encounter basic planetary defenses around AI planets. On other hand, the AI build a lots of starbases, but rarely place them where it could actually defend their planets (often the AI loose it's planet while the SB is still around). I'm not sure but i think somthing has been messed up with how the AI build it's defenses...

12 Replies 25,057 Views

[quote who="dfalken" reply="11" id="2124331"]Let me weigh in here.... HATE nerfs. Always have. In this case, I don't thinka nerf is called for, but there should be some changes. First, yes, there should be a more obvious indicator that the Marza has started it's barrage. Some of the other abilities are down right annoyingly obvious...like Malice. For the barrage to be so "quiet" is a mistake. Second, there should be a point-defense ability

377 Replies 1,216,139 Views

[quote who="Annatar11" reply="13" id="2124177"] Missile Barrage is indeed beyond ridiculous. I would like some arguments why it is not, there is a whole thread about it. It can be interrupted, with all races having such an ability that is much easier to get (read: level 1 cap can do it) than Missile Barrage. It's ridiculous against the AI because the AI doesn't know how to interrupt it, but any player that gets caught unprepared (meaning, if you see an opponent with Marza

377 Replies 1,216,139 Views

I believe there are some changes needed to how capitals abilities work in sins. For one thing, some abilities are just too good and makes some ships/caps a must have for competitive gaming while others require a lot of micromanaging to become useful (if ever). I think the game should value synergies a lot more, making each abilities not too damaging on their own but shine if used in combo with other abilities. Then again, no such combo should make it so whole fleet get annihilated in seconds,

377 Replies 1,216,139 Views

[quote who="Zanosan" reply="16" id="2117084"]I'd say that the problem is not about where starbases sit in the tech tree, but with the AI. I agree with those who point to the AI 's poor resource management/ strategy as the root problem![/quote] I believe the AI set an insane priority to building starbases everywhere. Heck the AI even build it in enemy territory but without a fleet to actually make use of it (the starbase often end up destroyed by the lack of fleet support). I thi

17 Replies 33,973 Views

[quote who="Annatar11" reply="22" id="2115120"] Just to be clear, this is not what I'm asking for. Yeah, I was referring to the post directly above Nobody's going to deny that the general auto-cast has some room to grow. Right now it's mostly "if anything's in range, shoot off the ability" on many things. But some of the stuff people are asking for is insane.[/quote] No, it's not insane, just poorly defined. Many things could be fixed if we had a few more paramet

30 Replies 57,621 Views

[quote who="CommanderAdama" reply="17" id="2114808"] That would be nice, but that's asking for a LOT more than i am expecting from them. All i want is a simple follow command available so i can have my guardians follow a group of ships or a capital ship, and the AI intelligence to not cast redundant abilities on the same damn ship. It's frustrating to watch.[/quote] I know your pain.

30 Replies 57,621 Views

[quote who="Mooster" reply="1" id="2114792"]I agree with you totally, however, you could just not use the autocast and do it yourself... or we have to make the artifical intelligence much more smarter.[/quote] As far as i know, the AI use the same autocast we do, so if we make autocast smarter, the AI will become much better. Besides, micromanaging become a pain as our fleets become larger, and certain units are used in large numbers and their abilities just get wasted because the fau

3 Replies 3,934 Views

I think it could be fixed by having minimum targets threshold or some extra condition as to what count as a valid target for the ability. There should be some safeguard against casting abilities when there is no need to (ion bolt on a near death ship while healty ones are nearby), or do it when the fleet can go on without it (casting buffs to kill a few scouts).

30 Replies 57,621 Views

I have been wading through the abilities and buffs of sins and noticed there was a missing condition to make intelligent autocast, especially for ultimates : minimum targets. For example, missile barrage for the Marza : autocast don't consider the number of targets before casting so it may end up being wasted on 3 frigates while a whole fleet show up soon afterward. But the same can be said for many other autocast, like there is no sense to cast ion bolt on a nearly dead frigate or cast a fle

3 Replies 3,934 Views

Anyone here think starbase comes way too early in the tech tree? Theses monsters require a lot of resources to build and maintain, i think they should come after we have the economy upgrades to support them. The AI bankrupt itself building starbases while it could build more raffineries and trade stations...

17 Replies 33,973 Views

When i got the game, about a year ago, the pirate were a lot more of a pain. In fact, everyone was using them to inflict damage, they were pretty though and with high bounty, they could raze your planets. A few patch later, they are so nerfed a few planetary defenses can wipe them out on their own. I really hope they will get some love soon, they are just a minor annoyance as they are.

12 Replies 23,535 Views

[quote who="RandomRetard" reply="1" id="2110867"]The AI in general likes to bankrupt itself. It upgrades its fleet points to silly levels very early in the game on vanilla and spams starbases in Entrenchment (As well as silly fleet upgrading).[/quote] I guess there is serious work needed there. The AI is much better than it used to be, but a bit of resources management code would be helpful for it.

17 Replies 33,973 Views