Getting culture at an assaulted planet shouldn't be an issue if you're Advent.
Volt_Cruelerz
Wait.. What? Weapons can be used against any target unless limited by the bool for siege frigates. The only way to make a weapon only affect one type of enemy would be to put a passive on that target ship and have the attacker not have a weapon but instead have an ability which would apply a buff to the target which would in turn check for the buff from the passive on the target and if found, apply a buff that would perform damage.
Ah, that reminds me of the other thing I liked for Guidance as far as a rework would be a channel that slowly decreases max health of the planet. Upon breaking the channel, the max health would begin creeping back up. Maintaining the channel would drain a given amount of AM/s.
Well, you could pull some funkiness with buff chains to effectively do it...
[quote who="Sinperium" reply="1081" id="3193035"]I want the tanker to trigger the buff when it uses it's ability (which will be a timed ability). I just need the ability to only function while at a plasma storm or gas giant and only the tanker can turn it on. Is it possible to have a buff only effect a particular planet type? (Not that I know of--but I haven't modded the Rebellion side yet). Ideally, the tanker has an ability that can only
Well, even if you did have the data files they wouldn't be much help. PC's got yanked out in 1.03 and replaced (hopefully temporarily) with PM's. I'm hoping that in 1.04 they'll get put back in with some sort of unique mechanic (such as always damaging hull for instance).
So you did what exactly?
I tried that once. It crashed the game.
Just speculating here, but there may be some abilities that rely on periodic actions that could be made to do without now that we have conditional application of buffs.
[quote who="bilun" reply="2" id="3192969"]So let me get this straight: you've turned the structures designed to make sure the game eventually ends into penultimate defend structures which allow a player to better hole in, making it more difficult to end the game? The complete reversal of superweapon's intended purpose amuses me- to each their own though I suppose.[/quote] Yep... [e digicons]:|[/e]
Rebellion is out and you linked me to this thread so you should have known I'd necro it. Armor Restoration clearly closes the book as far as which race has the best armor and confirms that Vasari armor had previously been such due to the fact that they've been on the run and didn't have the resources to build their ships as well as they'd have liked. Also, explain Phase Cannons and the Kostura. Go.
[quote who="Frostflare" reply="2" id="3192954"]I have only one disagreement with you: 'twas I who came up with a Flak Burst debuff to prevent alpha strikes; it was you who suggested making it a smaller, stacking debuff. I should have mentioned that. [/quote] Oops, you're right. My bad. As for the Radiance, I think it could be plenty powerful in other ways without that change which IMO doesn't fit the battleship style. As for the "book," how did I
If you count modding, I've had dozens in a row before. [e digicons];P[/e]
[quote quoting="post"]Fix known bugs and mini-dumps. Improve fighter acceleration, deceleration, and turn rate, so they can make an attack pass, come around, and attack again more quickly (if necessary, reduce weapon cooldown time so they can fire more often if they need to) Idk how I feel about this yet. Attach Point Defense Systems to all capital ships; damage values identical to flak frigates at level 1 (values double by level 10)
[quote who="Mecha-Lenin" reply="112" id="3192625"]I love passive Adaptive Forcefield idea. Especially with extra res against phase missiles. Let's make another Corsev. Then make Vasari invulnerable to red button as a race perk. 90% of posts in this thread are sheer idiocy.[/quote] In my defense, I nerfed AFF when I made the change in RR. Also note that in RR, I nerfed the Corsev.
[quote who="OddskiBoddski" reply="117" id="3192689"]Maybe we should just add an ability to the Kol that spawns a Congressman on the target ship.[/quote] I thought that's what Armistice was..
Looking good! [e digicons]:thumbsup:[/e]
Right now I'm working on making it be a second upgrade for Stabilize Phase Space.
[quote who="Frostflare" reply="106" id="3192419"]With regard to the Kol anti-strikecraft weapon suggestion, it's problematic only because it would be a weapon system other battleships/other capital ships do not. I feel that all capital ships, or at least all battleships, should have point defense weapon banks. Here's how I think you should buff the Kol: In addition to its current effects, Flak Burst now also reduces strike craft accuracy by 4/8/1
Except you can't ignore that. The regen disable gives the Kol the opportunity to force enemies to play by its terms. In long fights, it will eventually shine, particularly against titans and starbases.
Goa, you have any idea why the above block of code doesn't remove the buffs?
They are actually quite easy to deal with once you get used to them.
By the way, Corona, your earlier idea regarding the possibility of an ability temporarily reducing planet health, I was just looking through stuff and found the modifier from Xeno Defense which would probably achieve what you're looking for.
Corona and Sel, you guys really need to get back on topic. You have completely derailed the thread with discussions which are about Incendiary Shells, an ability which isn't even on the Kol.
The only person I've seen that I can remember was Phoenixstar who played as them in one of his first games.