doomser1, Sorry for the delayed reply ... just finishing off 42 new planetary structures. [quote]The activated skill on the cap ship building base is a an activated skill that i believe you can control with research yes? [/quote] Yes. [quote]These ships being more powerful need to be obtained later so that lower level stuff gets used and it ke
soase-maelstrom
[quote]Asteroids - I added damage and it is better. They don't destroy the militia, as they are the same affiliation, but they do attack and slow down the AI. Playing Dv2 at vicious I have noticed a respective delay in the AI planet acquisition and first contact with me. I have also seen damage done to their fleet. Better to have asteroids do damage than not - without them doing damage they are just exp fodder advancing capitals much faster than normal. You can capture a planet, but can't bui
[quote]well the issue with that thinking is you can have 2 cap ships by the time you get your first asteroid taken. then you can easily with no research take an area with roids and just wipe out the ships and leave.[/quote] It's not just thinking its what happens. The Asteroids attack all ships but the Militia the AI players are slowed down. [quote] I know thats not something you can really control but consider making the area not have a militia and make the roids the militia
[quote]1. your right ive never seen the AI build 16 cap ships but ive never seen the AI survive long enough to max out its research before i lay waste to it. Also i wouldnt really know how many ships the AI has as it uses alot of cap ships all over the place fighting with various different factions at once so its impossible for me to keep track. maybe as a mod dev u might know a way?[/quote] Quiet_Man, who has helped here, attempted just that with no success. I have seen the AI build
[quote]Well if the roids did damage then why would you need militia ships? The roids being all out attack ships that attack any and all ships randomly would be a militia in themselves and act more like riods. IF you are going to make them do more than just bump you around. Im on the fence about the roids but TBH overall they are such a minor thing in the mod that they don't effect the game play really at this time. [/quote] They 'stiffen' the Militia and slow rapid colonization i.e th
[quote]Today i downloaded the entrenchment beta, and thus far i have started and i have a question Are Dreads going to be only activatable upon research?[/quote] No not at this stage. [quote] Dreads should IMHO be like ultimate ships strong and very powerful like interplanetary weapons. They should only have the skill activated after a massive amount of research is done[/quote] Capitals don't need research for ability activation. [quote] But i just want to poin
[quote]Yes, merging mods does seem cool... But I will agree with Maelstrom I need to finish mine first before anything like this is considered. Not to mention I know from previous posts Maelstrom is reaching many of the limits with Sins making it difficult to add new content. I have been able to stack with graphic mods like SinsPlus, but ones that already add additional races make it much more difficult.[/quote] If the original races were taken out it would be possible. [quote
[quote]please dont make roids do damage that would be terrible and if you are going to make them do damage, you should consider that a ship could either avoid and astroid and or fend it off with shields, also roids dont have a mind of thier own like these do. These roids attack your ship while ignoring the other ships. if they are going to start doing damage its only fair if they hit all ships in the gwell randomly. Simply a fact if your ships have trouble in a grav well with roids so should
"has this mod and the fallen mod ever considered teaming up and have 6 news races into the sins game? [e digicons]XD[/e] would be awesome to see" Good idea. However I would like to complete this mod to my own satisfaction. Release 3: 1. Add Dreadnoughts to all versions of the mod. 2. Add Antimodule Cruisers for the Norlamins and Replicators, 3. Update all Orbital structure
[quote]Are there a lot of people that do not like the asteroids? The only thing that I found odd was that (D v2 with patch) they did not do any damage to my ships, just bounced off.[/quote] Some people have suffered 'Asteroid Irritation' which seems to be the opposite of what you have noticed. They should cause damage ... particularly over time. I think by increasing impact damage people would experience 'Asteroid Panic' which is akin to 'Pirate Panic'. [quote]I also added a d
[quote]I have just downloaded and loaded and expected just an interesting new take on a mod. What i found instead was a seeming WONDER!![/quote] I'm glad you have been pleasantly surprised. Hope to get feedback when you have played some more ... [e digicons]:grin:[/e]
R1 of the mod they move, R2 and beyond they don't move. Only the Replicator SB's move, they can be stalled in one location if required.
[quote]I do not think the AI considers the function of any building.[/quote] Not on a level that the modder has access too. [quote] It might be worth to go through the tables and re balance the values and see what happens.[/quote] I won't be surprised if others on the Sins forums have tried this. My assumption is that this balance is for the game start ... so after a while the AI behavior is more common. [quote]What I wonder is if trade bonuses impact Cators?[/
For those who wish to do some beta testing on E (R3) I have provided a link ... see above.
[quote]Thanks for the update will the dreads be coming for diplo same as entrenchment?[/quote] There will be three versions of Maelstrom for R3 and beyond O, E & D. They will all have Dreads. The Beta, which I'm currently uploading, is for E. [quote]Quantum of Solace im torn about that movie it was very different than most james bond movies and i definatly dont like the new guy. For me peirce brosnan was the only real jb.[/quote] Which JB was the best? Like
[quote] but i believe the research has a much larger impact than tradeports [/quote] Yes it does but the AI seems to be oblivious to this ... hence the Reps don't take off. [quote] dont they have refineries the orbital enhancers for mineral and crystal wealth?[/quote] Yes, but it is an ability, they don't have tradeport or refinery structures, also they don't have tradeships or refinery ships ... hence this might confuse the AI. [quote]Like in james bond[
[quote]Lol wasnt asking for a real name just something to call you other than Soase-Maelstrom lol but i gues MrM will do and nothing wrong with taking credit for work or atleast having a online name.[/quote] I like Mr M. [quote]Well there is one other possiblity that there was 2 pirate bases and it doesnt count them as defeated till you kill them off in both star systems.[/quote] Sound right. [quote]i would guess the AI doesnt know this and doesnt research acco
[quote]I'm interested to see what you have... wish I had time to help beta test it but can't commit the time to provide proper feedback to you.[/quote] Thanks. I know what you mean. [quote]My name's not really ZombiesRus5 either [/quote] Damn, I'm disappointed!
[quote]test is this working again? Yay i can post again grumble grumble i posted yesterday only to have a blank response then nothing for the whole day.[/quote] Yes, I noticed and couldn't reply to your blank post![quote]The ta tend to do well but by far the norms then TA then the cators in that order relative to AI.[/quote] Yes, I'm not sure why the Replicators never dominate. [quote]In a recent game though when i defeated all the worlds i could find and the pirate st
[quote]Pirate forces in this mod add a decidedly interesting depth to each new match, left unchecked however they can lag down the game quite badly, something that has been an ongoing issue with Diplomacy in general.[/quote] There are some additions to the pirates that you should know about ... Their Capital ship has 4 abilities 1. Colonize 2. Spawn Antifighter frigates: 1 every 30 minutes, not in battle 3. Spawn Heavy frigates: 1 every 3
[quote]The only side so far I have found to be a bit under the others (at least when it is vs Vicious Level computer Cator or Norlamin opponents) are the Alliance, while they have an excellent economy (assuming you survive long enough to get it going) in both early and late game they are decisively inferior to their counterparts, whether it's due to the oompf (laymans for heavy firepower) of the Cator or the inevitable mass assimilations of the Norlamin, even "mass" producing replacements to
[quote]I don't know if this minor (though problematic) bug has been addressed, however the EMP Debuff on the Norlamin Anti-Carrier Carrier (Slot 5) seems to be permanent, in that even after said ship has been destroyed and/or left your gravity well and persisting through game closing to reloading said debuff still persists. In a rather funny fashion, I have an arsenal of "Galactica" class (Slot 2) Caps unable to launch said fighters/bombers.[/quote] Thanks for the feedback, I'll look
You know that if you select a ship or fleet of your ally you can ping him for help, its not automatic. As I said I don't form alliances much in my games so you'll have to work out the exact details, if memory serves me right its straight forward once you know you have that option.
[quote]Also i had heard of this program for dynamic fleet combat and i wanted to talk about this idk if you use it but with some frigates and some ships it makes sense.[/quote] Not that familiar with it. I think SGI and Star Trek mod use it. I think it is for E & D where the frigates/capitals have fighter movement characteristics. Simple to do. Have a look at. https://forums.sinsofasolarempire.com/341567 The problem is I don't want to change the original ra
[quote]Is it normal when you play an 8 player game and make a computer player on the same team as you for them to instantly break the team and end the alliance as the game starts?[/quote] No this is not normal (for O & E) ... are you playing Diplomacy? [quote]This doesnt have anything to do with locked teams does it?[/quote] If you lock teams you can not make or break alliances among other things. I use this option so rarely that I can't give a definite ans