hmm, I'd always thought the TEC models did a pretty good job at getting accross what the TEC fleet is: A bunch of Civilian ships with some armored plating and weapons welded on. Even their capitalships, with the exception of the Kol, are all converted civilian ships. Frankly in my opinion a civilian ship jury rigged to function as a military vessel shouldn't look like a paragon of applied military technology, it shouldn't be
bilun
Honestly All I think needs doing to fix the advent Loyalists is: 1). Buff the Coronata 2). buff the more lackluster combat techs a bit- Fury of the Unity needs to be more potent and Planet-for-a-Planet less situation(I think buffing it's duration from 10 to 15 minutes would be sufficiemt as it would give more time to marshal forces and mount a counteroffensive) 3). make offensive culture a viable option for the A
[quote who="JuleTron" reply="2" id="3183307"]Rather than new techs, the second and third ideas could be integrated into existing techs.[/quote] Tack Directed Assimilation onto Acclimation of Wills- they fit together well, as the stage of the game you're attempting to cause allegiance loss is the same stage where you're likely to have capitalships on the border to defend your culture production. Not to mention offensive culture still isn't really viable
Not a bug- Repossession cannot capture capital planets or planets with artifacts. This was made the case to prevent it from unbalancing games in the capital planet victory and artfact world victory game types.
[quote who="angryandroid" reply="75" id="3183086"] Quoting Yarlen, reply 73v1.03 is live. Selueucia - exactly. Fantastic. Can we have the change log please? [/quote] It's been available since yesterday here: https://forums.sinsofasolarempire.com/427529
[quote who="Seleuceia" reply="64" id="3182850"] Quoting GoaFan77, reply 63Exactly what these modifiers do and how culture works in general could be better explained and streamlined... I seem to recall hearing that these modifiers do not make culture stronger, just make it spread faster....is this actually the case? IIRC, Pbhead or Volt did timed tests (though it could have been someone else, not sure) and some other things and found that it didn't make culture strong
from the 1.03 notes: [quote] Moved Shipboard Labs from Tier 5 to Tier 7; reduced number of labs per capital ship from 2 to 1 [/quote] Perhaps a bit harder of a nerf then necessary(personally I think the tier adjustment was unnecessary after the drop to 1 lab), but this will certainly balance the tech. And frankly even with these changes it will still be quite useful- just not so stupidly gamechanging as it has been until now.</
[quote who="ZombiesRus5" reply="9" id="3182801"] Quoting bilun, reply 8There is no frigate that deals anti-ligth damage. Scouts[/quote] point, totally forgot about that. but then corvettes are cheaper, faster, deal more damage, and don't have much less health
[quote who="justincj" reply="6" id="3182726"] Quoting bilun, reply 5Best counter: wait until the patch tomorrow, they are getting a far worse damage type. Well, that or AoE damage. So they're going to be pretty much useless then. If I wanted "Anti-Light" weapons I'd just use a regular friggate. It has more hp[/quote] There is no frigate that deals anti-ligth damage. Only fighetrs previously did anti-light.</p
Meh, it sucks, but all the Shirantra's other abilities are strong, so the ship is plenty strong overall. Same reason I'm not sure I'd endorse buffing the Advent Rapture's Vengeance ability- it' sucks, but the Rapture already does so much so well with it's other abilities. Not to mention vasari bombers are already the most dangerous(due to phase missiles) and hardest to kill(high HP so resistant to Anti-strikecraft AoEs). Ho
Best counter: wait until the patch tomorrow, they are getting a far worse damage type. Well, that or AoE damage.
Hey yarlen, would you perchance have any comments on the future of culture and/or any upcoming changes in upcoming patches? It's a core mechanic to the Advent Loyalists which continues to not really be viable despite their enormous bonuses. Obviously it's going to a difficult issue to address(it has a rocky history in sins in general). Something about the game constants makes it too easy to defend against culture pushes- as a result culture techs a
also an emoticon of a guy putting on a tinfoil hat to keep the aliens out of his mind.
ERadica's main selling point is it's ability to Wipe out frigates quickly. That said, much of the potency of it's AoE actually comes from the damage propagation of the Progenitor Mothership's Malice ability. Shut down the motherships and said synergy is gone. That said, try building carriers- they are more durable then any other frigate, can keep dealing damage while running away(and they can easily outmanuever
[quote who="TheBirthdayParty" reply="3" id="3177669"] Quoting KlaxXxon, reply 1 First impression of players and first reviews are rather positive, so I'm looking forward to it a lot. I liked even vanilla Civ 5, so I think G&K will be all good stuff for me. Yeah, buts its $29.99 that is the big issue. They're obviously charging a lot because they think people will pay, not because its what its worth. I'm not po
Last we heard probably some time this week.
[quote who="Skote" reply="36" id="3181546"] So you get to spend more money for tech labs that get to go into battle. So instead of having them safely tucked away in my back planets behind star bases and behind my fleet, I now have the privilege to take them with me in front of his fleet as well. [/quote] That's the fundamental problem in your thinking: Normal Labs and Shipboard labs are not mutually exclusive- the point of shipboard labs is to upon research to
[quote who="Skote" reply="32" id="3181441"]So why would anyone want to spend the money and time to actually use ship labs if in every single way normal labs are better? Ship Board labs cost more, use fleet supply, and limit your early game fleet so you can't be every where at once. With a lot of there purposed nerfs there is no reason to use Ship labs at all, giving the tech no purpose. At this point just remove the labs and give Vasari something useful instead of just another cost
I was perusing the entitiy files and happened upon the reason the population gain buff on assimilated Populace is so underwhelming- it doesn't work....at present it does nothing. To elaborate at present the assimilated populace buff entity file doesn't even try to buff population generation rate- it tries to instantly add 5000 population to the planet 0 seconda after colonization(at which point the planet is obviously still capped at 10 population). &nbs
Also if 1 lab of each type per ship were deemed too weak, we could always go with a middle ground of 2 labs for the titan and 1 lab for each capitalship.
[quote who="zachduyahoo" reply="7" id="3180882"]Nano leech doesnt affect SC so swarm it with SC and keep your carriers away from the titan. Engage the titan with your titan and caps if you wish but honestly the titan is not overpowered. People just think its overpowered because their usual tactics of sending in their whole fleet fails so honestly something must be wrong. All that is required is simple tactics, using SC and your titan and possibly caps and the deed is done. Send your cruisers
Honestly the most overpowered part of Nanoleech is the AM drain- at the higher ranks, a single nearby enemy more then pays for the cost of the ability, and in any large scale battle it basically becomes "infinite AM for 30 seconds"- this is especially an issue because AM drain is supposed to be a universal titan counter- but doesn't work on later levels of the VRT. Not to mention 300 AM from every enemy capitalship in the battle is too strong considering the ability
Honestly the weakness of culture is only part of the problem. They also lack any real high impact techs such as other factions(tech rebels get truce among rogues, tec loyals 2 starbases, vasari rebels jumping starbases, advent rebels wail and so on). Their only really high tier tech, Fury of the Unity, sucks(only 5% bonus conditional damage at T8 really?) This combined with the fact that NONE of their combat boosts affect strikecraft(carriers are bar-none
Sorry, when it comes down to it, any tech that lets you get to 8 labs of each type in under 30 mintues without crippling yourself in a multiplayer scenario is broken- period. It trivializes an important game aspect(limited logistics slots and the tradeoff between more research stations and a strong economy). If a player couldn't reliably get this tech for the firstg 45 minutes of a game it may be balance in it's current form- but as long as it is achieva
except culture pushes aren't a viable strategy to begin with-so being able tod efend against them more cheaply isn't much of an advantage. It's like giving a late game tech that makes you better able to combat large fleets of scouts.