i have found that neutral miens give a large boost to resource rates since magnetic clouds prevent strikecraft from being used, and bombers are one of the greatest weaknesses of starbases, i would put a starbase in a magnetic cloud if its strategically important
a110
when do you build a third capital ship and what should it be i used to go halcyon-progenitor-rapture but i read that the halcyon is generally better than the rapture, now im not sure
[quote who="fredled" reply="140" id="2748801"]or youy could just give them the gauss weapon type?[/quote] from what i understand of halo canon the mac guns are used more like abilities, firing periodically at a certain target.
so, just give the unsc ships missiles, autocannons, and variants of the gauss railgun ability.
in the game menu itself its the button that says "download updates", i think you can also update by right-clicking the title in impluse current version is 1.011
in diplomacy its pretty easy to make friends with other ais if you get the relationship upgrades and refrain from attacking them
ah i think i found it in BuffHeavyFighters buffEntityModifierType "PhysicalDamageAsDamageDealer" the shield reduction also doesn't show up on the infocard, i cant find any entitymodifiers that do it though
ok it doesn't dump anymore but it doesnt work like its supposed to, it only lasts for two seconds (the length i set) instead of toggling like charged missiles, also it only displays the range and turn rate buffs, not the damage and shield ones isn't there a way to put the damage increase in the BuffChargeBeamSelf instead of making a separate file for DoDamage?
speaking of subverters, how would you counter them? this is hypothetical since ive seen the ai use large numbers of subverters but doesnt use distortion field that often, im sure it would have killed me if it did though
the phase stabilization ability does not seem to work with a solar starbase
which is better to build in the late game, assailants or enforcers similarly, should i have more overseers or subverters, subverters aoe disable ability is cool but its so expensive to research the prototype and the ability... the optimized construction upgrade (4%/8% ship and structure cost decrease) does not appear to stack with enslaved labor, i had both levels of labor and getting optimized construction didn't seem to decrease the price of ships
mod is great but i noticed that the talak destructor doesnt move into range if i manually cast distructor beam on a target outside its range also, the talak model looks cool but imo it doesnt really fit the vasari aesthetic style, too boxy and no curves or sharp edges
i don't like 5v5s, it seems like its the only thing people play online
just today i lost almost half of my fleet by letting them run into a minefield attacking buildings
most of the multiplayer games ive played have been at least 2 hours just saying
how can one build a large fleet and second capital ship and sustain population upgrades for new planets at the same time i've never been able to do it
ive found that vertigo only casts on strikecraft if its on autocast manual cast on frigates work fine for me though
wow thanks a lot for the detailed explanations, really appreciate it
i did create the thread i made a blog on joeuser, now is it possible to delete my post?
[quote who="InfiniteVoid" reply="11" id="2731776"] When you mention "9 fighters", do you mean 9 individual fighters (meaning 1 Advent squadron) or 9 complete squadrons? [/quote] i meant 9 squadrons
i didn't touch the mine entity files i deleted the IllusionSelfCopy buff and ability files and replaced them with the ChargeBeam files in the entity.manifest, thats the only thing i did in the manifest
in my opinion one of the few fundamental flaws with sins is delayed damage mechanic that makes all weapon effect variations purely aesthetic, its underwhelming to see tons of plasma bolts hit a ship and its damage drops only after the bolts are gone, would be great if this were changed in the theoretical sequel another as mentioned thing is the lack of campaign, the back story is nice but it's kind of empty without a campaign to move it along graphics are important to me, i us
i was actually unaware that security override protocol also kills your own ships so i lost most of my fleet along with the enemy's when i used it lol i still don't understand how to prevent or at least make it harder for enemy fleets to go past a starbase and on to the next defenseless planet. i suppose it helps to put it at the rear of the gravity well next to the phase lane, but it wouldn't kill them fast enough to prevent them from moving on and it allows them to just bombard the p
how do you keep caps alive and use them to support the fleet at the same time? they tend to get focus fired to death by human players with assailants and bombers (with scramble) even when i had defence vessels and at least 9 fighters
yes, but only from capturing a corsair with domination it's annoying that you can't use it with a captured corsair because it requires a nonexistent research