I would say so.
Volt_Cruelerz
If I may, devs, would you mind mentioning what your plans are for these weapons are? They seemed to have been removed rather hastily, so I'm hoping that they will return, but is there any word on what the plan is for these things? I'm personally hoping that they'll return with the PW's getting affected by either wave or pulse research and PC's getting some sort of unique functionality. Just wondering if you guys wouldn't mind mentioning what your
Nah. Balance between units at this point in the game's history is actually some of the best. It used to be that spamming Long Range Frigates (LRF) would win most any game. Then with Rebellion's beta came Corvettes. They're pretty balanced now, but at one time they could knock out pretty much anything in their path. Now you can't really spam anything* to win because you'll be countered. Corvettes>LRF>Light Frigates (LF)>Flak>C
I think his concern is that with the AM freed up from AFF, you could mash Flak Burst more frequently. You are right though, the Corsev is so stinking hard to kill because it regenerates from every dead ally passively while detonating ships to damage your fleet.
Bilun, I have to say, your idea for Guidance is really growing on me. I didn't like it at first, but the more I thought about it, the more I liked it. Regarding Reverie, I suppose you could always make it do something against titans. Maybe increase weapon cooldowns on them by 30% or so for the increasing duration?
Easy AI's once you learn how to play the game (I'm not trying to offend anyone, but in all honesty...) are exactly that. The AI has quirks that make it very stupid. Humans can micro whereas the AI only autocasts. The AI really is pretty dim-witted. On top of that easy mode really is. On that difficulty, the AI gets half as much resources as you do for a given structure or planet. You took something that wasn't capable of conscious thought and gi
Did you load the game in the dev executable and did you update the entity count in the manifest?
It isn't so much a bug as dead code. Orkies have AbilityPhaseStarbaseSameOrbitbodyDebuff which disables others in the same gravity well. It was used in a previous version of the game but was ineffective and another system was hard-coded into the executable. You can yank it out yourself very easily by simply changing ability4 on the Orky's entity file from "AbilityPhaseStarbaseSameOrbitbodyDebuff" to "".
[e digicons]:thumbsup:[/e]
Mecha does have some valid points, Corona. Mecha, quite honestly, I think that TKP's range is actually too short as well and accordingly buffed it in my mod. I can't remember if it was you or some other MP player that said, "Do you realize how quickly bombers can cross that distance [between the range of TKP and the weapons of the bomber]?" Flak Burst later in the game really is quite powerful simply because it can unload a ton of uncapped AoE damage on enem
Spawn Phase Stabilizer on the Vorastra.
But you do eventually start to get to the point where it just seems like you're adding additional entityModifiers because the previous ones weren't enough of a buff.
Very interesting ideas and I think you may well be on the right track. Reverie: I did once try changing this to allow you to target friendly ships. Doing so would drastically increase their passive regen. That said, I ultimately decided against it because Reverie is already quite powerful. You make a good point about it though.. Maybe if you hit a titan/starbase you could disable a bank target? We'd need a new entityModifier for each weapon bank, but
Abisha, you never actually said what your goal/vision was for this mod? What is the purpose?
Some interesting changes in this version. I personally really like the changes here with my favorite of course being the change to Starbase Mobilization.
Didn't realize you updated the OP lol.
My point wasn't that you can use culture as a weapon. I know it sucks at that. My point was that filling a planet that you've bombed to neutral with your own culture isn't hard if Advent.
How's the progress coming on it Zombie?
Also, you didn't touch on Disintegrators.
Mecha, Sanchezz, Greg, or any other MP player, what would you like the change to be? (And mecha, please don't troll.)
Well, I fixed the problem (and Goa, it no longer uses periodics [e digicons]:thumbsup:[/e] ) after completely restructuring it from the previous posted version. I also changed a few strings to account for the new system. Anyways, download here.
[quote who="MayallCommunion" reply="21" id="3193345"]Culture is no different for the Advent than it is for the other races, as long as they keep up with you in culture producing structures it doesn't matter.[/quote] If you're AL, you basically get them free. If AR, you get them cheaper. In all cases, you also get starbases to spawn culture, even from neutrals as well as the DE. [quote who="Sinperium" reply="22" id="3193347"]That's why the Deliverance En
Once you capture neutralize the planet and there are no more enemy capitals in the well, your natural tendency to win in culture wars will win out.
lol I'm pretty sure some people complained about them in Entrenchment [e digicons];P[/e]
I thought it was the target filter that prevented weapons and [most] abilities from firing outside their own gravity well, not the range.