[quote who="ARESIV" reply="22" id="3201877"]All Beam weapon upgrades for TEC TEC Rebels have little use for another damage level of beam weapons, while TEC Loyalist starbase and Ankylon could quite use it and dont get it. [/quote] the rebel Kol fleet will be using beam weapons. (well, the Loyalist starbase has them too, but a Rebel player would likely be building fewer as they go on the offensive.)
stein220
that does sound cool
Steal anti-matter makes the disciples even more effective against enemy light carriers than the other light frigates. With a little micro you can get SC superiority easily as the enemy can't replenish theirs as much.
I think the serif fonts used on the buttons and headings look fine so maybe something like that would make the rest of the text look a little more consistent? Everything else looks great, btw.
[quote who="LordTheRon" reply="6" id="3199257"]Yeah I know the feeling. Getting my fix playing Endless Space, Sins Rebellion and Warlock in random order.[/quote] If it weren't for Sins, I'd have to pay stardock a little visit. Wah-ksshhhh! [e digicons]:grin:[/e]
I think you have to have a gmail account to see it.
[quote who="GoaFan77" reply="5" id="3198853"] Quoting stein220, reply 3I wonder if they could make neutral planets able to be "overthrown" by TR culture, even if they can't attack or bomb the planet. This could simulate the neutrals becoming so friendly with the TEC Rebels that they voluntarily join their empire. This might require other changes since IIRC, neutral worlds can't be overthrown by anyone's culture now. Also, balance of TAR would have to be taken into
I too like the "only sovereigns can cast strategic spells" idea. I, personally don't mind them learning other schools but what if champions had inherent bonuses (lower mana cost?) to the schools they start with, beyond just their level in that school?
[quote who="Kongdej" reply="5" id="3198181"] I did always say only the "center" tile of the city should be where you "enter" the city, and the rest is just graphics to improve how the game looks, so you wont have the teleporting some people have a problem with. Sincerely ~ Kongdej[/quote] I personally like this idea. If a battle happens to occur in these suburbs, the tactical map could be within a town (maybe with pedestrian onlookers or fleeing
I think someone suggested a decreasing chance per hit. Eventually the chance would have to = 0 but you could make the theoretical max number of hits larger, even though it would be unlikely in practice to get that number. Of course, the devs might have to make a seemingly arbitrary reduction for each hit, but maybe there is some other comparable buff, spell, or ability where you could make some sort of average dps comparison.
[quote who="GoaFan77" reply="2" id="3198531"] You can in the map designer. However it actually doesn't help with truce amongst rogues, its actually bad since you'll become allies and you can NEVER colonize that planet after you research it. [/quote] I wonder if they could make neutral planets able to be "overthrown" by TR culture, even if they can't attack or bomb the planet. This could simulate the neutrals becoming so friendly with the TEC Reb
How did people deal with illuminators in diplomacy after the bug was fixed (and then after the damage buff)?
I too would like some sort of siege/storm mechanic (Lords of the Realm 2 was also great for this). Storming a town could perhaps be lightly implemented within the current engine by requiring the sovereign to cast a strategic spell against sufficiently fortified cities to blast a hole in the wall (earthquakes, explosions, tornadoes depending on the magic school). Then when you move your troops in, the tactical map could be the city instead of the field outside as the battle takes
I think Confluence, Acclimitzation, and Global Unity are supposed to be their good macro techs to set them apart from the Advent Rebels in particular. Are these lacking and if so, how?
Siphon anti-matter from any target (including caps, starbases, and titans) and redistribute to any ships that contributed to the beam, provided they use anti-matter. Like a disciple on steroids.
Or how you have to sing differently in an elevator versus a more open venue. [e digicons]^_^[/e]
[quote who="Exterminator451" reply="116" id="3196099"]Reverie does not need a 10% duration buff. It's borderline-overpowered as is, easily edging out all the other disable abilities in usefulness.[/quote] I think Zombie was suggesting using Guidance to buff other abilities, not just buffing Reverie directly. So the potential overpowered-ness (I was going to say OP-ness, which isn't right) would actually result from a combo of 2 abilities.
new animation and graphics look great. keep up the good work.
While the deliverance engine in it's current form may not be completely useless, you have to compare it to the competition. It seems best used in concert with an invasion force on border worlds to get Advent culture buffs. You can't use it to just kill planets like the novalith or attack with your fleet anywhere like the Kostura. You can't use it to force your enemy to throw up starbases at important planets behind the lines, either for the an
[quote who="SpardaSon21" reply="3" id="3195300"]Are you sure you put that file in Entity.manifest? A missing reference in that file is what usually causes Entity Ref not found errors. EDIT: Did you update the entity count at the top?[/quote] Sparda, you were correct. I knew I was missing something simple like that. Thanks to you both, that was a big help.
As a matter of fact I did not edit the entity count. I'll do that when I get back home later tonight and report back.
I had one research position error that I fixed. However, (after fixing some other things), it's not seeing one of the entities: Entity Ref not found: PLANETMODULE_PSIORBITALCULTURECENTER_LOYALIST Which is strange because: 1. the file exists and is listed in both the manifest and player entity file. 2. this file is used in the mod version that works. I verified the spelling and the new AL entity files are mentioned at the bottom of the manife
I was able to make the temple of communion require just 1 lab for Loyalists only, but I had to remove the research dependency from the first spread rate research subject. When I try to implement it the "right" way, it crashes. I posted a question in the modding forum if any experienced modders are interested in helping a modding noob. https://forums.sinsofasolarempire.com/428556
I was able to successfully move the Advent culture center research to Tier 0 (1 lab required) for Advent Loyalists ONLY, by removing it as a pre-requisite for the first Advent culture spread rate research. I did this by creating loyalist-only versions of the culture center module and culture center research entities so the module could be dependent on the research. The advent rebels still had the research in tier 1 (2 labs) but the dependency was also removed from the first cult
Separate but relevant question: Does anyone thing Global Unity is so useful to warrant, what, 5 labs?