[quote]Although if your Christian, then you know that the Earth can't be 4.3 BILLION years old. It's just impossible I have to say.[/quote] ROFL. The Jews didn't believe that the "days" were 24 hours long. The days were always interpreted to mean "a long time". Young earth philosophy came about several millennia AFTER genesis was written. It has no scientific or religious basis. [quote]You look that the rocks and isotopes. A lot of the rock on Earth contains uraneum(sp?), whic
JuleTron
I don't think that the mayans predicted anything about 2012. This date has no correlation to anything at all in mayan mythology to my knowledge. That had to stop writing eventually. I think that some scribe was just bored and gave up. The Mayans actually believed that the Universe would end when it is 3 quintillian times its current age. That is a long, long, long time from now. The movie will probably be very enjoyable.
I don't think that the Orky itself is the problem. Its the Ogrovs and the Starfish. If the enemy fails to bring the proper counter, then he deserves to suffer and have a rapidly building SB and his planet. Slowing down the build time is bad on principle because that means that the attacker is disadvantaged regardless of whether his opponent brought the right counters or not. The Orky is only good for combat unlike the other SBs. Nerfing this should only happen if colony pods gets a boost. Boo
Yet another reason why Subs need more health. Distortion Field should also get a longer range.
[quote]Antorak can do a few things that might never have a chance to meet the situations they're made to counter, cause what they're made to counter hardly ever happens.[/quote] Agreed. When I asked for a Subversion buff I was asking to make it more useful more often. On paper the Antorak looks fine, but it isn't. It is almost never needed. Same goes for the other abilities. If Subversion actually briefly disabled enemy structures due to sabotage, then that would be deadly. Al
Good idea. The same goes for assailants too.
[quote]With all due respect, this is be a f...kin brilliant idea! Make the extra constructors scuttle after 2 minutes so they can put in two turrets, an extractor or something. Great.[/quote] Thanks for the support. If the extra constuctors auto-scuttle that would prevent the ability from being OP. As for the Akkan its colonise bonus should be 1/2/4 free extractors. As for the Vasari yes they do get a decent eco and strong civic tree, but just about every unit they get is
[quote]Really, outside of phase missiles (Good at taking out 1 target at a time: I.E. Capital ships), neutrals, and the egg, I'm not sure what else the Vasari got.[/quote] Oh yeah, I forgot about the neutrals, but that is exactly my point. Almost everything that the Vasari has is weak. Something must be done! As for the the new topis questions: yay, nay, unsure.
I like all the ship ideas. Yes Volt, I have read your mod and I admit that thats where I got the name from. I like your modifications to the Skullcrusher. One thing though. The ability "friendly signiture" would be useless unless you already researched its other abilities. I think it should be casted on another friendly ship. Not a cap ship though, that would be too strong. Command override should have a long duration otherwise it would be useless. Weapon types of the servitor
More acheivements that are more challenging would be welcome. The next expasnion focuses on non-combat so we may see some of these features.
If MB is so out of line with every other ability in the game then why is it that no-one wants it changed? Its either balanced or not. Imo, it needs to be comparable to abilities on other cap ships. Making it shoot in a cone andor have a target cap is needed. This change would require equal damage but shorter duration. Interesting observation: People want almost every Vasari unit to receive a buff. Some say boost the Vasari scout, everyone says boost the skirmish
[quote]straight from the updated patch notes, incase everyone missed it [/quote] really? I didn't notice that *facepalm*
[quote]I also agree revalation needs help on its level 6 ability[/quote] Now I know that I'm not the only one that thinks that the Revelation needs a boost. As I mentioned earlier, seige frigates need to a boost. They are the most useless unit in the game. I'm surprised that it isn't on this thread already.
[quote]Dude wtfux are you talking about the revelation for ? its the best planet bomber in the game and you want to give it a boost? what are you smoking?[/quote] I did not say that Provoke Hysteria sucked. It is only good against enemy homeworlds though. Anyway, the Revelation is NOT the best planet bomber, its the worst. Desolator, Egg and Marza are much better. Okay, Reverie, Clairvoyance are fairly good and Guidance synergises well. I admit it. As for the Overseer I say th
[quote]Same reason it's irrelevant that the destructor has a wave attack: you don't use that unit type for its basic attack, so it's not a consideration for picking its attack upgrade.[/quote] What I meant was this: rather then giving the Vasari a brand new ship, give an existing ship type a secondary role. Some people want the Vasari to get an artillery cruiser. I say why not make the Ruiner fulfill this role? Rather like the migrator which is upgraded to have another role: SB builde
Haha, pretty good.
Agreed on almost everything. Culture is fine. Same with Deliverance Engine. The assailant needs a small boost in hull and shield. The illum situation is worse then I thought. [quote]I think nanos has been in need of a nerf for a long time[/quote] No nerf needed. It doesn't murder entire fleets like MB, but this is actually noticeable now fortunately. Vasari cap ships are no good for fleet support but great for 1v1 combat. Thats the Vasari cap ships advantage and their main the
The next one focuses on non-combat, diplomacy etc. Pirates will be improved and diplomacy will be completely changed. It was delayed until late summer.
Interesting Ruiner tactics. Regardless, gravity mines need a boost. Possible boosts are lower cost and maybe faster activation so that you can slow down persuing enemies. [quote]I don't think the revelation is as bad as you make it out to be[/quote] Well you didn't say the revelation is good either. If it was then I wouldn't say it needed a boost. The concept behind the Revelation's abilties are fine, its just that their AM cost is too high and their affects are too small. Pro
Someone from IC or Stardock said that the next X-pack was delayed even though we never got a release date. In the next one, non-combat will be expanded, pirates will be changed, diplomacy will be overhauled and more civic upgrades will be available.
What is the general view of the Ruiner? It doesn't get much attention and so I'm curious as to whether people think that it is decent or not. Also the Revelation needs a boost. Reverie is ok, Clairvoyance and Guidance are meh and Provoke Hysteria is ok I think. Nothing is particularly decent about it. It has weak guns, low health and abilities that aren't that great. I say that Clairvoyance should cost less AM and Guidance needs an AOE or something. Its lvl 6 ability should get a buff
Understanding the opposite view is good. [e digicons]:)[/e] If this race has limited diplomatic options, then this would make sense in the upcoming expansion as it will elaborate on diplomacy. Now that I think about it, a race like this may be possible mechanically with the current game engine. Also, I could easily agree with radical differences like these if the current races also become much more different. Anyway I like alot of your ship ideas and although your offer
[quote]JuleTron, I'll guess we'll have to agree to disagree because I don't find any weight in your criticisms other than you're accusing me of making new ideas that would actually function just fine inside the SAOSE game (once fully explained).[/quote] I am not accusing you of anything. You don't find any weight behind my argument and I see no logical reason why these ideas would, could or should work in sins. They CANNOT function inside the SOASE game be
[quote]Darvin why would we talk about the subverter? its still arguable the most powerful support cruiser in the game whether it can outrange repulse or not...[/quote] This thing dies too quickly and it doesn't outrange repulse. If they did outrange repulse then maybe their survivability would increase. As Deceiver said, a boost to the overseer would also help. A lerger issue is the usefulness of the overseer's other abilities. Mobile phase Detection is not even close to being
[quote]I'm obviously of the opposite opinion. The Servitors in my way of thinking are a nomadic collective, and should not be a carbon-copy of the 3 other races. Why make a new race if it doesn't bring genuinely new strategies to the game? Their only use for planets would be to mine them (I'll mention how they do that later). Since they are very strong in some respects, they should have real weaknesses. Since they are robots with no individuality or sense of market competition or even need to