@Planet Post: Ok... @Decimator: Why stop at a pulsar when you could do a quasar? This is of course already in 7DS, but all the same.. What would be cool though, would be if it could sweep like a lighthouse. Think Cleansing Brilliance, only on steroids. Any ship or starbase would be decimated in the blast and would mean that any movement through the well would require a lot of microing. This would also stop people from basing stars and just isolating their
Volt_Cruelerz
For two planets, it looks fine, but two stars would be stretched until there was a small bridge between them or at least be lopsided...
No, he said anticipating and scouting... I assumed he meant two different things and not just looking and saying, "Oh hey, look! He has thirty bombers. I wonder what I should build..."
I would like to see it.. Also, Please give me any knowledge you gain about the returning fleet ability. My mod requires a similar principle. Sorry that it crashes, but if you go to user.entity and set showerrors to true, then you'll get a bug report which will tell you the location of the error. As for #4, I don't recommend it nor do I believe it is possible... Even if you could do it, the pirate kodiaks and lrms would be more than enough to overun every othe
Anticipating? How do you go about that? Do you just wait for a break in the action and then figure he has to be building now or what?
I agree with that. Its pretty hard to miss a stationary target with a weapon precisely calibrated to hit something moving at mach 100 and a few hundred kilometers away...
Ummm.. I don't know...
Well, what is the objective of the mod? Start with that.
Who are you talking to? If me, they were dead and I hadn't made more yet...
I'm working on a mod currently but it involves making some significant additions to the game. For this reason, I am going to need to balance some systems, but I figured I'd want to go ahead and balance some other things while I'm at it... Ideas (some affect the same ship and combined would make it OP so please tell me which would work better): 1. Increase Power of Guass Cannon for the Kol by 15%. (The shield is good, but flak is too short ranged so you need somethi
You see, this is the kind of thing I would give karma for. Why don't you like demo bots? They are like ion bolt with damage. Sure, 250 isn't a nuke attack, but for a healing and support vessel it is still significant and of course they disable the target. That means that four or five of these could easily make the enemy's life more difficult. Also, I don't really think that radiation bomb is all that weak... I would prefer that it had more instan
My personal one.. Perhaps not the most effective, but I rely more heavily on economy than many others do...(This is also only used on larger maps) Max homeworld population and build four cobalts and send them to the nearby asteroid to kill the light resistance there. Follow them with a protev (I don't ever use akkans...) and colonize it. Back on your home world, build a cap factory and pump out a Kol/Marza (depends on my mood and how far away the enemy is. Kols are f
well, just modify the unstable gas pockets from gas giants and that'll take car of that, but what do you mean by a particle fountain?
@Mooster: I know.. What I meant was that the buildable ones would be military (bc of weapons) and the capturable ones would be civilian and considered by the game to be planets... @Jack: yeah, it has been...
well, you already know about me, but people would likely be more attracted to it if you posted some information on here about the ships...
So, basically, a civilian starbase rather than a military one...
I'll have to try this soon.. Also, who designed those caps? I didn't see exactly who did the modeling in the credits...
Ok... thx
Curious, did you just go through the research tree and come up with a planet that fits each of those?
I was thinking caps were 65% but oh well... How does mitigation increase damage dealt by the missiles? How does that increase damage overall though? If anything, I would think that damaging two things at once would be worse unless you had multiple ships at once and all firing... You would not get through either very quickly as both would be healing at a greater rate relative to the damage dealt...
So, if you are within that 30%, you bypass both the shield and mitigation.. Thank you, I knew that it bypassed the shield, but not necessarily the damage redux of mitigation (I already knew the first paragraph...) Could you be more clear on the "+X%" part? The rest makes sense, just not that part... Unless, you mean that 30% of the damage is always channeled straight into the hull and then the rest goes through mitigation and shields, but I didn't think that was righ
[quote who="Taranabug" reply="12" id="2225415"]In a recent game I also built over 30 Kostura Cannons and set them all on autocast (very large map). It was quite amusing watching the warheads fly as they rained doom and dispair down upon my enemies.[/quote] Tried that, only it was novaliths instead... They didn't last very long...
I would think that illums have assailants beat by a longshot, even without cloning themselves. They deal more damage, have three turrets and more shields/hull. The assailants do have charged shot and phase missiles, but is that actually enough to counter the illums? This is more of a curiosity thing than anything else as I don't really know the way in which phase missiles work so I guess I two questions there... 1. What is the normal chance (unupgraded) of getting
That would work quite well. They come in and attack the mothership with vengeance and then hit them with push while the mothership heals its shields. I guess that would only work to knock out the fighters because I have seen twelve bombers knock out a cap's shields in one run, so you would take some serious hull damage and with thirty, you could go potentially go down to 1/2 health... Now, of course you could regen your shields, but you would desperately need some guardians