nusin

nusin

Joined Member # 4006499
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also please fix/add 14) make icons for buildings that are not finished partly opaque vs fully, so we can tell how developed a system really is instead of having to mouse over each icon or back all the way out. (building defenses while in combat it becomes confusing to determine which icons are "real" vs planned) 15) make ships fleeing/retreating from a battle turn AWAY from the bulk of the enemy force instead of INTO them. (also woul

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1) stop starbase autopin 2) pirate flak ability is too strong, biased against people using fighters/advent 3) pirate reapers too effective against fighters, same issue as #2 4) Advent cannon should have some effect on pirate base to make it a bit more equal to vasari and tec - perhaps double culture effect on ships in that particular gravity well if culture already present, or stop pirate regen, etc. 5

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actually I tested almost exactly those numbers, but the pirates were too weak in every stage for my taste, unable to damage any system with any basic defenses. (and that might be an appropriate role for pirates but in such a case they should not give experience, and the ai would need some tweaking I think, to favor economic targets even more than they currently do) The numbers are deceptive, as I noted - at max upgrade with the numbers you posted, essentially half vanilla diplo,

2 Replies 3,747 Views

see this post for tested pirate settings that keep them dangerous without being a fleet of starbases: https://forums.sinsofasolarempire.com/376093 you just need to modify 5 entity files (the research pirate ones for each option), to decompile and recompile takes 5-10 min depending on how long it takes you to read through the files once in text format to find the right lines to change.

71 Replies 186,353 Views

Pirate changes made via the 5 entity files controlling pirate research in the listed categories. Changes listed are the per level increases the pirates gain in each category. Note that weapon damage and range are both in a single file. Note that for all these files the base cost was increased from 500 to 600 credits to smooth out the progression a little <span style="text-decoration: und

0 Replies 1,537 Views

Pirate changes made via the 5 entity files controlling pirate research in the listed categories. Changes listed are the per level increases the pirates gain in each category. Note that weapon damage and range are both in a single file. Note that for all these files the base cost was increased from 500 to 600 credits to smooth out the progression a little <span style="text-decoration: und

2 Replies 3,747 Views

BUGS: a) removing autopin on planets in interface but then pinning a planet causes all planets to autopin and they cannot be removed. b) envoy cruisers will use special abilities ex. planet invulnerability in response to THEIR enemies entering the gravity well, even something like an envoy cruiser that is their enemy, even when you are not being attacked. This should be fixed such that an enemy ship simply entering the gravity well does not trigger the e

6 Replies 3,716 Views

I'm not saying the ability should be removed, it just should only be available via the capital ship, so an opponent has a theoretical, though very difficult, chance to stop it. Doing the same thing via the cannon is just ridiculous. The ability to deep strike anywhere anytime is grossly overpowered. The Advent don't have the economy to fully fortify every planet and even the TEC does not. Keeping the ability via only a capital ship forces the Vasari player to risk sacr

6 Replies 3,716 Views

A few requests for any upcoming patches: 1) Superweapon (cannons) should not target pirates automatically. The shots are generally wasted, especially if you are not TEC, and auto targeting the pirate base as a "close enemy" really makes no sense. 2) Kostura cannon should have phase node creation removed - it's OP and dups a cap ship ability already. At least with the ship you have a chance to setup forward defenses and stop it. T

6 Replies 3,716 Views