The Advent were "expelled into the depths of space," not to a particular sector or planet. The Advent are a vengeful race though we don't know what exactly triggered the act of vengeance nor what their planets they left behind are actually like.
Volt_Cruelerz
[quote who="Sinperium" reply="10" id="3200436"]One mod to rule them all... [/quote] And with the Chasers bind them. Btw, OP looks much better with the dropcap.
That's fine. The idea is that you place more emphasis on your Vorastra, increasing its combat presence but also gambling that you'll keep it alive, lest you lose.
Correct. PM's go on PM turrets, most capitals, Kanraks, bombers, Orkies, and titans.
[quote who="OddskiBoddski" reply="1" id="3200327"]This is brilliant. Simply brilliant.[/quote]
Spawn-killing the flagship upon death of the Vorastra should work wouldn't it though?
If you've never built a Phase Stabilizer without the Vorastra, you should really try that seeing as how Phase Missiles and Phase Stabilizers are pretty much the whole point of the Vasari as a race pre-rebellion.
It builds a a run-of-the-mill phase stabilizer at the planet. It's not really that confusing.. It has no duration because the phase stabilizer will cause a node to exist as long as it does. Destroy the stabilizer and the node goes away. I leave most capital and titan abilities off auto-cast, but in particular I do so with the Vorastra as all of its abilities require micro to be decent (obviously excluding Desperation here because it's a passive).
Wouldn't that spawn the Vorastra from the beginning if someone tried playing with flagship victory though?
So what I'm trying to do then would require doing something upon death of the Vorastra with this ability researched, such as spawning and proceeding to kill the actual faction flagship?
Experimenting with the flagship bool modifier lately and I've run into issues when trying to put it on a titan. The intent is to give a new ability to the Vorastra to cause its owner to lose should it die. The buff with the modifier is clearly being applied (it also has multiple entityModifiers which display on the infocard as well as the "Flagship" designation), but it seems to have no effect when the Vorastra dies. Is the modifier only applicable when playing
You may not want to change the base level to 9 though as actually researching it could potentially crash the game because you would be able to train capitals 10 times, which would stick them at level 11. Idk what would happen.
Turtling doesn't work well online. You'll get pounded before you get your shell up. Also, gratuitous saving is useless. You should never have that much of a credit reserve. Put it into investments such as trade ports. Ultimately, all of your income should go straight towards supporting your fleet as you push through the enemy forces. Oh, and what levels of AI do you play against?
If you're trying to mod for Rebellion, you have to use Rebellion's base files. Sounds like you might be using Trinity files.
Sorry, my mistake. I was misinterpreting a particle effect which behaved differently than expected which I presumed to be due to one thing when it was in fact me not understanding the nature of the effect. Sorry for the above posts which rely upon the assumption.
And aside from the fact that they can target three targets simultaneously, what differences are there? Higher DPS? As I have said before, due to missiles on the others, the multiple banks isn't actually that much of an advantage if at all. What significant difference are you seeing that is making them incomparable?
I don't really think he's cherry-picking. I think he may be getting too heated about the subject, but that's probably more due to Riddle than anything else. Fact is: Illuminators are more effective than their piers at surviving their hard counter. Sel believes this is OP, others don't.
You see, some trolls are funny and others just smell that way.
LRM and Assailants have no dead zones because they use missiles which can be fired in the opposite direction of a standard firing arc and they'll simply fly around the spawning ship to their target. Illums fair best in this matchup because like flak vs SC, they finally are able to make use of their superior total DPS. Honestly Sel, I think this is a decent idea, but I believe making it so Corvettes aren't obsolete once titans are built could be a better solution.
[quote who="TerribleNate" reply="3" id="3198923"]It is alot of fun if you can look past the pockmarks.[/quote] [e digicons]:rolleyes:[/e]
RA was always cheaper than normal. It's just that now you can choose what you buy and can get capitals now.
Oh, sorry about that. I thought it was related to role type.
I like this thread! [e digicons]
Only carrier frigates can field them without using an ability. Capitals and titans all can though. The variable in the entity file is commandPoints IIRC.
They are called CannonShells (nova, DE, kostura). Yes, a starbase could spawn one, relatively easily in fact. You could simply stick the Novalith ability on the Argonev instead of one of it's current ones and provided you had the research and labs, you could fire it from the Argonev