Sorry guys I been on a job last week where I had to get up at 3am and got home by 6pm.Then had to go to bed by about 7 so I havent been online much. I didnt want to make sub and overseer a 360 because then they would be just like hoshis.I wanted to keep the uniqueness between units.Also this would make them fleet support units like the hoshi.With the turning changes they are semi fleet support but still mainly cap support ships.Making them fleet support units would seem to cream tec.<
MindsEye
My opinion on the orky-It kills EVERYTHING.Caps,sb,ships,structures,and even anti structure units.It shouldnt be as efficient at killing structures as a dedicated unit.It is geared more to killing ships it cant be uber at killing everything.What needs to be dne is a build increase for early game (add 10 sec to build) and an increase to aussalt spec(-10 sec over stock).This way it isnt op at begining of game and easier to build for later game.
Starbase construction time rasied by 50%. I can't find the file line to up the build rate when in enemy gravity wells, its in the game constants file
Thanks Uber[e digicons]:D[/e]
I would suggest making planet shield very low on the tec tree as 1 option.Make it cheaper then the aux gov for a sb.Then there is incentive to get it.
I got it to work thanks harpo nice program.
I replaced that file so hopefully all is well now.I will prolly be online tonight if anyone wants to play a game just let me know.The major player in the inbalance I believe is the carriers and I am wondering how it pans out in a human battle.
Well let me know how it goes.It got an extra 150 life points in total.I know the increase is a pain but I felt it justified that you pay to make it stronger.It costs the same as an overseer and has an extra point of armor.
I cant get harpos converter to work.I tried copying game info folder to my mods folder and then ran your program and selected everything like it said and it it stops on everyfile.I used kyo game files but they are not a complete list and would like access to all files.
I cant get harpos converter to work.I tried copying game info folder to my mods folder and then ran his program and selected everything like it said and it it stops on everyfile.I used your game files kyo but they are not a complete list and would like access to all files.
I gotta say Ordian this is my fav mod so far.Job well done.[e digicons]:beer:[/e]
[quote]Increased turn rate of light frigates (By how much?) Adjusted turning speed of overseer and subjugator. (By how much?)[/quote] I increased sub and overseer by a ton.They both went up to 30.LF up to 15.These units are very agile now.You can get subs and overseers to do 180's hehe.It might be a bit much but I was gonna see on the feedback. Sorry for the all the updates I didnt know the newest version of forge was outdated and everything ran smooth on my game.Ye
Thats how I felt.Im just out to fix the imbalance not create a new game.Seems like the best way for the community to accpet it is by not changing every aspect.I think your am cost for fighters could work but I would suggest redoing costs of jumps and total am storage and regen rates.The only prob with your change that I can see is carriers always being out of am due from jumps and battrle.I think it would require you to redo storage of all ships and jump costs(dont think you ca just change it
Nice work Raging.Looks like you put alot of thought and time into it and it will be a great mod.I have been thinking about making a mod to balance things out for awhile now but wasnt sure if it would be accpeted by the community.I hope the online community will accept one of our mods at least until the new patch.Is it ok to make suggestions and discuss you mod here?
[quote]And I also know form my own mod were I am changing values on thing by .5 .1 and gettign profound impacts ingame. So I know a 40 increas ein assailant means TEC will get creamed by booth now.[/quote] If this is regards a jav vs assailent matchup the only way I can see making this balanced is to make them identical.I gave lrf a pretty good nerf with the fighter hp increase so lrf spam should be alot less.
[quote]My guess is you used old TXTs to build your mod and the like about renderShields was added after probably in 1.03.[/quote] Hmmm.I have forge 3 tools are they not up to date?Everything seemed to work fine for my game.
Well I did pm raging and havent got a reply. Good suggestion astax on the description I will try to update it soon.
[quote]Illums were overpowered and by populer demand and calculations illumes fix was to reduve it's hull from 620 to 500 and armor from 2 to 1. 1. What you did was reduce lums by 70 and increased assailants by 40. What happens to TEC? Lums are still more power againt TEC so TEC still get's wiped. Plus you broke Vasari vs TEC now TEC will have an even harder time againt Vasari too. You helped fix the problem for Vas vs Advent but you screwed TEC on 2 fronts now. 2. Fight
Astax what other errors did you have?
Ok I made mistake with seige frigs but I got it fixed sorry for the hassle.Thanks astax.
Bear with me just a bit guys.Im trying to playtest too but this is the prob astax the ai does suck for testing.This is geared for mp and I need people to test.
It will.As I said this first version is to test out interest and fix the major problems.These major fixes should get us much closer to balance.There isnt as much of demands for tec fixing as the fixes I put in.Please feel free to suggest and discuss needed fixes for tec or anything else that is broken.As I stated I wanna keep it original but have as many online players as possible accept this.So everyones opinion is important. I will look into it astax.Pretty sure I changed all siege
Thanks empreb I will take this into consideration for future patches.I would like to get some more feedback and testing before I make another patch.I ave given the enforcer 100 more points of life over stock to help tweak it out of the weak side for its cost.That means every 10 ships you get you get 1000 more hp over stock.Not a bad bump.I wanna do small changes at a time and see how things go so I dont get it out of wack.Lrf do 25% less damage to lf and Im hoping thats all they need to do th
Thanks guys I need feedback.[e digicons]|-)[/e]
I have made a balance mod for the game directed towards mp.You can dl it from the modding section.It addresses most problems and I will continue to update it if its supported.MP is in a bad state at the moment and the devs dont seem willing to patch it so it seems this may be our only option.I will accept feedback and do my best to keep it original and balanced all the way across the board.