stein220

stein220

Joined Member # 3408409
1 Posts 56 Replies 20,460 Reputation

As others have pointed out, many Advent abilities don't warrant a cooldown decrease from Guidance. So as not to overlap existing abilities, what if it also/instead a.) increased anti-matter regeneration and maybe b.) shield regeneration rates? I don't recall any other abilities doing either of those. Alternatively, I know Advent culture does this but you could throw c.) PM block in

118 Replies 148,110 Views

Revelation thread here. Threads could be started for Vasari ships but maybe they should be balanced in other areas first? But if someone wants to start a discussion thread for those or any other ship (the Adjudicator, anyone?), that's fine. The Kol just gets the most ubiquitous trolling.

162 Replies 271,308 Views

The Revelation is another capital ship that doesn't get enough good press. I guess the main complaint is with Guidance, and i've seen mods give Clairvoyance a secondary effect. I like Volt's idea of increasing your own culture at a planet like the DE b/c the manual says the Revelation's power "occasionally finds benign use". I haven't seen complaints about Reverie and I actually like the utlimate, Provoke Hysteria, which is the main reason to g

118 Replies 148,110 Views

Based on the strikecraft suggestion it actually sounds like you're looking to make it more tactical/micro-oriented. I'm guessing make all carriers have a spawn strikecraft ability and that's the only way they can launch them, like the Skirantra's scramble bombers, but the strike craft hit really hard and fast like a missile barrage. The cooldown on the ability could mimic refueling. If you were, say looking to make a mod to do something like that,

9 Replies 7,493 Views

[quote who="Volt_Cruelerz" reply="22" id="3188974"] Quoting Teun-A-Roonius, reply 20I strongly suggest making a new thread wherein you state these suggestions so the developers find them more easily. Oh, you mean like this one? [/quote] good stuff, Volt. I guess I missed that the first time around.

162 Replies 271,308 Views

It looks like the consensus is: 1. Make Adaptive Forcefield passive (with possible nerf) Edit: Seleuceia, I had forgotten your Diplo-cap mod had this. It was a good change. 2. Make GRG do something . I was actually expecting someone to say "Make it so when you build one you get 16 of them"

162 Replies 271,308 Views

[quote who="wbino" reply="12" id="3187788"]It's hard to kill cause it is a quarter inch tall. Please Starclad fix this design, pat your ship designer on the head, and tell him try again. If looks could kill.....[/quote] Yeah, I don't see how it has room for armor and marines and salvagers. If were just as tall as the other capitals it would be fine.

28 Replies 23,782 Views

maybe see if you can find a CPU temperature monitor that will output measurements to a log that you can check after crashes, and see what the final entries are. AMD might have a CPU load tester as well.

10 Replies 11,636 Views

Lately, as Advent Loyalists, Hard AI's have been given me a tough time (I know AL is kinda weak but I beat unfairs in Diplomacy). I've been going up against 7 cap fleets (no frigates) and getting stomped. However, as TL last night, they seemed to do nothing. I was fairly close to my main enemy and found a titan factory at his homeworld, which I destroyed. I wonder if some AI's are trying to titan rush and getting defeated if caught off guard. Whil

6 Replies 6,524 Views

I like the sound of your mod, Seleucia. As it is now, I never explore planets because the average returns are minimal. I could live with your space pony bug, because, hey, space ponies. Only AI players would be at a disadvantage because they can't appreciate space ponies.

22 Replies 16,401 Views

I'm not sure if this could fit into the new city mechanics coming in beta 4 but would be neat if you could create a custom faction that had the ability to create their own horse pasture or warg kennel in their cities without needing to find a tile in the world for this. I'm thinking that factions with this trait would still need to do the research to unlock the building. Call it "horselords" or "warglords" or something.

12 Replies 5,731 Views

[quote who="nightraven1901" reply="20" id="3183338"] a relative neutral defenders slider could fine tune the early expansion speed of most games. [/quote] You can do this with the random map designer. It's pretty cool, they get hangars and repair bays and you have to bomb the planet. I guess I technically asked for this too in my post so maybe moving this option to the normal game set up would be good. Oh, and militia from the Advent an

31 Replies 24,780 Views

[quote who="GoaFan77" reply="87" id="3183341"] Quoting stein220, reply 86Maybe add culture strength bonuses to the higher AI difficulty levels and dial back the income and research bonuses to compensate? Even if they do make culture a lot better across the board, the next affect would still be to make the AI easier. [/quote] Good point. It would have to depend on how much AI culture were buffed if this route were taken. Leaving everything else alone and onl

141 Replies 302,042 Views

[quote who="axxo2" reply="13" id="3183295"] -more videos like the Rebellion intro video but from different perspectives- advent, vasari [/quote] Yes. A narration Advent coalescent who only wants restored to her people what was cruelly taken away by the Trade Order; along with what would have been theirs had they not been cast out.\ A vasari warrior who misses a homeworld he's never been to, wondering if his people can ever fight their

31 Replies 24,780 Views

[quote who="Volt_Cruelerz" reply="80" id="3183163"] Quoting Yarlen, reply 73Selueucia - exactly. Hmm.. I'd feel bad to just tell you guys to improve the AI so you can be more easily swayed to buff culture as I'm sure that's no easy task.. That said, AI improvements are never something I'm against. If buffing it in a conventional way isn't feasible, is there some potential to buff it in some way that works better against humans

141 Replies 302,042 Views