WarNeck

WarNeck

Joined Member # 5810489
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[quote who="Delnar_Ersike" reply="60" id="3458871"] Quoting WarNeck, reply 59Just wanted to add a few about the vanila AI. That if planets are owned by rebels (usually only happens when u urself makes a map and adds high rebels on planets), then faction/races such as techs will not grab planets into midgame at least, because they research "friendly" with planets somewhat early. Therefore when playing against techs make sure that ure premade map does NOT have high rebels

113 Replies 413,363 Views

Just wanted to add a few about the vanila AI. That if planets are owned by rebels (usually only happens when u urself makes a map and adds high rebels on planets), then faction/races such as techs will not grab planets into midgame at least, because they research "friendly" with planets somewhat early. Therefore when playing against techs make sure that ure premade map does NOT have high rebels/neutral on planets. So that the planets are not controled by neutrals. ------

113 Replies 413,363 Views

I have not clue how to mod the files, but yes the ones you mentioned is pretty much the most important ones that I could think of as well. I am uncertain when repair stations start to repair, but could the same thing be modded for buildings as well? Though I suspect the main issue is that ones you have modded your game, with even such a small thing as earlier ability triggers, you are left with multiplayer issues. Not being able to join other peoples games, because of different

7 Replies 15,622 Views

[quote who="Seleuceia" reply="1" id="3435479"] You can right click on the ability and toggle autocast on/off en masse, but that usually won't help with activating the ability unless you have a convenient autocast...[/quote] Ye, that I know of, but thanks anyway man! :) But the issue lies in not being able to trigger the ability for the whole fleet on direct manual command. Weird that they havent done anyhting about this yet. I know it was mentioned a couple of

7 Replies 15,622 Views

I remember that this didnt exist in the past, does it still not exist? Because some units dont autocast their abilities, forcing me to manually cast them. Sometimes manually casting can be a great pain when dealing with 20+ fleets, espacially on healers (that seem to autocast only when at low health, when my units are already almost dead), or on abilites that isnt active more than a few seconds such as " Kanrak Assailants". Kanrak is supposed to autocast this ability, but mos

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[quote who="WarNeck" reply="56" id="3433967"] Am I the only one that thinks Rankulas works wonders as a tank? I usually have all capital ships in my fleet (mix em up), and the Rankulas can tank a lot, and usually dies second last, second to Kortul of course. As far as damage though, I wouldnt know.[/quote] These are now my humble personal opinions about the ship: Usually I actually have 2 of these inte late game, primarily as tanks of course. But I thought I wanted to t

100 Replies 394,418 Views

Looked at the older mod "Bailknight's Graphic Mod". And it seems he had some great changes made for just that attack, "green balls" instead. Thats sorta the way they could be changed instead. Sadly that mod also changed other thinks with the gameplay and thats not something I want. Because I cant play online then unlesss opposite players have the same mod :P Simple textrue changes shouldnt effect online gameplay though right? It would only affect my client right?

1 Replies 3,983 Views

EDIT: The wave looks decent on some of the ships like the "Kortul" (because the waves align next to eachother instead, verticaly). But the Jarrasul for some reason looks hideous, with one wave going horizontally... Is there anyway anyone might consider modding a better looking wave. Somehow that wave feels cartoony and unrealistic. In both its "animation" and graphic all around. It needs a complete rework. In general I think vasari has the least "cool" weapon effects (an

1 Replies 3,983 Views