DesConnor

DesConnor

Joined Member # 3325345
20 Posts 252 Replies 15,422 Reputation

Not everyone has to place the maps in the application data folder, I just have mine in the main Galaxy folder with the rest- though they still have to be added to the galaxy manifest for Entrenchment. I've been able to play custom maps online. Though there was a drop, it was on a bad day on ICO, and we didn't test enough to tell whether the map was more prone to drops. I'd be up for another test if we can sort one out. Has anyone got the GalaxyForge t

191 Replies 226,158 Views

Has anyone been able to get the templates to work in GalaxyForge3? Without that we're restricted to far more basic maps. Also, you might need to have the same ai faction use more than one player slot. The ai isn't good at the best of times, but it's especially poor at locked alliance play with other ai, it fails to co-ordinate at all. A decent single player campaign might require more than just a map. I'd prefer to prioritise an editable ai, so that players&n

15 Replies 25,847 Views

The problem is that you have to play a map aimed at your skill level, you could defeat seven ai's in an unlocked game before you try nine?. If you want to play large single player unlocked FFA, I'd suggest Ancient Gifts might be a good map, there are other similar set maps. The huge single random map isn't really suitable for what you want. If you can cope with custom maps, My own Deus Ex Machina is available as a custom download from t

11 Replies 8,535 Views

I'm not sure that we can get anywhere with game balance from the experience of multiplayer until we have an unbugged version of the game. At least we should examine what is happening in the game, rather than what we conjecture might happen without 'Illumania'. The tables Raging has presented omit one very good reason for the desperate early spam tactics, the bugged v1.18 Illuminator, with its +25% damage. So while light frigates do only 75% damage to scouts, Illuminat

71 Replies 111,705 Views

Raging, you just won't get the respect you deserve without an Elite Warlord's Lobby . The single players have got medal after medal and there's nothing for online, the chat names aren't even stacked by number of games or wins, or colour-coded, pink for new player, blue for smurf.... Where's a chap to have his boots buffed? Online could use some changes, I hope that it's improved by the expansion. I'd like to be able to find out more about the games that

191 Replies 226,158 Views

Many new players already build enough turrets for us to be confident that cheaper turrets would not slow the game down. Later in the game they can be destroyed while you siege a planet, or left alone, if you prefer. Sort of ready-made monuments to your victory. Static defences can often function like that. They just need to be made cheaper so that enough can be deployed against the very early rush, if needed. Otherwise they ha

63 Replies 62,781 Views

Every unit and structure present in the game should have a role. Turrets are first tier defence structures for all factions. If a tier one rush is not stoppable, the flaw is with tier one defence. One reason is that turrets cost too much, as much as a frigate, when they have less utility than a scout because of their lack of mobility and limited range. Why turrets should cost crystal when phase-capable ships don't is a mystery. If all scouts were made to

913 Replies 1,712,024 Views

On the stats, it seems that the Skirmisher got the raw deal on the 1.18 improvements to light frigates in terms of shields and hull. Reintegration doesn't help much in the role of anti-support, so what is the role of Skirmishers supposed to be...? It could also be said that the Skirmisher got the worst of the effective nerf when the carriers got extra squadrons and a dps/supply boost in the previous large balance patch v1.1, since the comparison would be between the c

191 Replies 226,158 Views

If anyone's having problems with this, they could try placing the map files in the standard "program files/...soase/galaxy" folder with all the other maps. That's where they are on my install, and they function correctly there. I'm not sure that having them in "documents and settings/..." works for everyone.

127 Replies 166,833 Views

While the illuminators remain bugged I refuse to take Advent- I'm surprised that the Disciples were already only 4 supply, thanks Sage. It seems low enough for a light frigate, though I'd reduce the Cobalt to 4 and the Skirmisher to 6- if not 5. Also, isn't it very odd to have one light frigate nearly twice the supply of another..? Drone hosts are only 50% more supply with their extra squadron. A buff to turrets would help stop the very

913 Replies 1,712,024 Views

Yes to all the skirmisher changes- I already had that, a couple of lines before the turret comments? On turrets, I wouldn't like to encourage their use in MP as they are . If they were at most half the cost, then they might have a limited role to play in the very early game- against the problematic scout/light frigate rush. However, isn't this what T1 defence should be for? It's okay for them to be overwhelmed later, as long as they perform their functi

913 Replies 1,712,024 Views

Though Ironclad may be a small team, it has to be disappointing for JJ to make the effort to identify a concealed and vital bug for them and then for them not to make a necessary one-word change. It goes against all the reasons that were advanced for Impulse being used as the method of patch delivery. Also, it means that all the balance tests of this version will have to be treated as bugged. I was encouraged by the apparent existence of an illuminator ba

913 Replies 1,712,024 Views

The concept of bunkering up on your home planet and producing a conquering fleet of skirmishers is worryingly similar to the beliefs of some first-time online players, and I wonder where it comes from? Perhaps from playing one or two teamed AI, with pirates active, as practice? If the ship fixes are minor enough there's no reason not to have them...? Even though the suggested scout fix seems somewhat beside the point as to the Jikara disadvantage on most set maps, th

191 Replies 226,158 Views

Except that just improving the skirmisher dps doesn't seem to solve the problem without an acconpanying scout buff! I agree with the reintegration fix, it would work throughout the game. A player who has better eco and excellent intelligence has a huge advantage. Jikaras are for better eco, not fighting. Even when weaker than opposition scouts they can still perform their tasks and jump away, and later they can hide. What hampers

191 Replies 226,158 Views

A disciple rush plays into an assailant or LRM defence though, its the strongest early counter and also means less resources available for illuminators later.. Early rushes also involve a setup option- there have been online games played on large fleet size, by players who then state that they dislike the rush! The brake on the Disciple is supposed to be eco, you'd have to keep them in line with the other light frigates...? Hangars are much the better option

191 Replies 226,158 Views

There's also the meson bolt typo on the Entrenchment upgrade tree... It has been suggested that the autocast on Reintegration might be reworked to operate at higher ship health levels, as it's not useful to have it begin at very low levels. Perhaps 50-60% health? If the ship isn't part of a group, its very much easier to have auto off. If there is an Entrenchment Z-axis problem with starbases I trust that this will be fixed, and not left to an informal honour system, tho

913 Replies 1,712,024 Views

What makes light frigates outclassed is the cap though, not necessarily the unit. Most light frigates though lower tec take up more cap than LRF. If they took up slightly less cap than currently the figures would be more balanced. A slight boost to the skirmishers dps would not balance the unit, except against other light frigates. When the carriers were boosted in v1.1 they got more strikecraft per cap. Light frigates, thoug

191 Replies 226,158 Views

When they doubled the number of carrier squadrons, why weren't light frigates boosted to compensate? If you have more squadrons per cap you would need more light frigates per cap? Same with hangars, the effectiveness was halved. Hangars had more squadrons, suddenly they were equal without any cost compensation. Turrets were also affected, having twice as many strikecraft in the gravwell reduced their effectiveness and there was no cost reduction to compensate.

191 Replies 226,158 Views

That allowed me all of 4 minutes to edit my post. Thanks. The change log for v1.1 can be accessed at the top of the thread, the purpose of having this thread with v1.18. Other than v1.1 and v1.18, the only other relevant change to the light frigate and carrier balance I found in between is v1.17: Gameplay / Balance - All race's carrier cruiser's max speed reduced from 500 to 450 My post refers to v1.1 changes, if you bother to glance

48 Replies 61,426 Views

Bah! What use is talk of game balance when the balance patch is bugged? Still, how many skirmishers and carriers in your example? Protected by repair? If the reintegration autocast needs to be earlier (after 33% damage?) then should it be on the hotfix list? Though the illuminator hotfix is long overdue, and JJ has made a heroic solo effort, without an elite warlords lobby and a sufficiency of medals and awards, I doubt that the community will provide suffici

48 Replies 61,426 Views

Bah! A further night of unnecessary losses to these supposedly 'nerfed' illuminators. Had the Marza been 'nerfed' like that, illuminators wouldn't survive a barrage to have their shields reboosted. I am convinced that what is wrong with the game, apart from a balance patch that has left the game badly bugged, is the lack of an elite warlords lobby, where matters such as the bristle of whiskers can be discussed. Put some fire into the new bods, let's have online achivements

191 Replies 226,158 Views

How would the additional damage caused by Illuminators make the game more balanced? They are just much tougher than before, any early fed half-decent Advent has it easy? No-one would have said make illuminators stronger for balance. The game is far worse, as Qu4r said. Illuminator spammers can still be defeated, but only because they're not very good players. Can we have an update where the other factions get a +25% lrf boost and lums a

26 Replies 26,976 Views

You would have to have it per planet rather than per player though...? However it is very difficult to estimate at the moment, as the illuminator rush fest with +25% damage goes on and on... this patch promised so much and I can't believe that one already known bug has caused it to fail. LRF were dangerous to caps as it was, and illuminators were too strong.

127 Replies 166,833 Views

I installed manually, as I had more maps that I was working on. Even without the TGA's they seems to work fine. I excluded the bugged ones. I don't play quickstart so if there are quickstart problems on any of my maps just tell me, its easy to fix. However, while I hoped with Darvin that the patch and 1.181 hotfix would make for some stability in a balanced version of the game, which would allow us to test multiplayer maps, I have been put off by the ill

127 Replies 166,833 Views

I'd like a variant on unlocked teams where there can only be a single winner. Can all players win the current unlocked games? Also, can we have a 'van Cleef' rule, where bounty placed by players who have quit, disco'ed or been eliminated doesn't count? That might help prevent the players who just try to disrupt games, one reason for having alliance victories. Not all assassins are as faithful to the grave...

14 Replies 13,761 Views