soase-maelstrom

soase-maelstrom

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What version of Maelstrom are you playing (O, OE, E, D)? [quote]oh also some damages done to ships show white blobs to so idk if there something missing so please check in[/quote] Which ships? How large are the 'white blobs'? Thanks.

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[quote]The TA fighter issue has already been discussed, but I noticed when using TA carrier - Galactica capital ship, it only attacks with auto cannons, and only on the port and starboard sides. If I order the ship to attack a target, it turns to face the target, but there are no weapons firing. I tested by attacking a damaged ship and ordering all bombers to the bay. The enemy ship regenerated because the carrier did not fire. In order to attack a particular ship with the carrier

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Its only testing ... what you can do when you get the mod is change the Dreadnought factory ability which spawns the Dreads. I get it to spawn 5 Dreads from different races to see how they play in various scenario's - and for balancing.

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Hi Malanthor, Quiet_man has done a lot of testing regarding the AI and in particular how/when the AI builds capitals (he has posted many time in the Maelstrom forums) The bottom line is that it spends most of it logistics on frigates with a few caps. You just can't give it an incentive or push it in the right direction. So the bottom line is that a human play

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[quote]noticed a graphics error with the remote refineries where transitioningwhite blocks would appear where gas animation should be[/quote] It sounds like a graphic's card rendering error. Also, haven't looked closely at this effect so it could of been damaged in the R1-R2 transition. I'll have a look. Thanks.

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[quote]I didnt quite catch the rest, automated dread factory etc hehe.[/quote] Yes, it is something Quiet_man and myself have been working on. It is implemented this way to balance AI players ... everyone gets Dreadnoughts at 1/2 Hr intervals.

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Hi JustAnotherName, Thanks for the feedback. I checked and from R1->R2 I have backed off shield mitigation by around 10%. Still not enough from what you have tested! What I am thinking of doing is bringing out a mini-mod for the Dreadnoughts for E & D (stacked over Maelstrom). I will include a balancing fix in

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[quote]By the way soase, this was a nice patch, it added some needed stuff and some cool stuff, so thank you for the uppdate. [/quote] What I am thinking of doing is adding the Dreadnoughts as a mini-mod for E & D. The abilities of the Dreadnoughts will not have to be researched and as in 'Maelstrom Expansion' there is a separate and one-of Dreadnought factory which runs on automatic (30mins). Any thoughts? [quote]By the way the 64 bit patch.. what exactly does it do?[/quo

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[quote]If Norlamins vs Norlamins , their ships can sit there all day looking at each other.[/quote] It is not something I have seen. In testing I have had no serious trouble defeating the Norlamins ... unless it was something I changed at the end of testing and it slipped through.

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Can you clarify the scenario, in particular was it a sustained 105%, which cap, etc. Both the reps and TA have shield mitigation that can go very high over a short period - but this is ability related.

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Reply #434 [quote]Alliance strike craft has even more damage than the other 2 races too.[/quote] Some think their too strong some too weak. For R2 I changed the TA fighters weapons to autocannons, since then have not had a real close look. From the damage they can inflict they look OK.

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[quote]Is there a way that I ca make it visible, like give it a name or something.[/quote] The problem is a simple one to fix. 1. go to the Maelstrom Mod directory and find the sub-directory called Window 2. open the file "HUDIcon-Action.brushes" 3. on the third line change brushCount from 95 to 96

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[quote]Does production factory actually work for the resource increase?[/quote] Yes, but as it is an ability it is not reported in your resource summary. You will notice the resources coming in quicker though.

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