On the topic of redbutton [above] [quote who="Seleuceia" reply="12" id="3430100"]DA is okay at this, but you'd need 2 radiances to keep it disabled indefinitely since the duration is shorter than the cooldown...[/quote] Interesting thought; I hadn't thought about this combination before. But I don't think the radiance can use its stuff on the TEC starbase, right? That is, doesn't the DA ability require that the target have antimatter? And isn'
candido-
[quote who="Seleuceia" reply="6" id="3422645"]Just an fyi about these...detonate AM, EMP, magnetize, and disruptive strikes can affect SBs while ion bolt, phase out hull, and reverie cannot...this is important when dealing with mass disorientation and red button...armistice DOES protect you from RB, contrary to some people's opinions..[/quote] Very tantalizing words but I think they are not accurate. 1. I don't think you can interrupt redbutton with detonate AM,
Really some very nice discussion and observations here. Certainly most of everything said is on target, and nobody can make the case that the Rankulus is a great capital ship. Nevertheless, I will submit that it is one of Vasari's best options for first 10 to 20 min of the game. You make that ship and get those heal nanites going, and you will lose no ships in early game. You can crush a big neutral planet for XP (of course you can do that in other ways with scouts, colonizers, an
Very nice new guide! Congratulations! And thanks for it. Needs a hyperlink: " GoaFan's guide: 'Getting started with Sins of a Solar Empire: Rebellion' ." "No spamming, flaming, or capslock abuse." What are we supposed to do in the lobby in this case? " In most cases, there'll be 2 heavy cruisers, so 1 + 2 = 3 means you have to make 3 cannons really close to each other." I think you only need
I am ready to play! (I have nothing of substance to say... just lots of enthusiasm for this project and its release data... Go Devs!)
I think we're a bit limited here on 3 axes. We need bigger thinking. I was thinking it would be cool if we could have in the game setup menu a user-specified N-dimensions game. OK?
1. The Subversion ability suffers greatly because you have to get your ship near to the planet to cast it. The Sova, on the other hand, can cast from far away and run around the gravity well, jumping out when needed. The Marauder has much less survival probability since it has to get in close to use Subversion. Nevertheless, if you want to take a risk, you can lead with the Maurauder and send in a starbase builder. If the enemy doesn't have a fleet, that sub
[quote who="Rovert10" reply="5" id="3386809"]I haven't seen a carrier capital start in PvP games since Beta 1 of Rebellion.[/quote] Sova carrier upgraded to level 3 with embargo for a 2v1 on a suicide position is pretty standard.
[quote who="ZombiesRus5" reply="99" id="3381884"]I can't think of any situation where a disable ability of 3-6 seconds will have any impact on gameplay.[/quote] My original question was about Interrupt, and you indeed did answer it (thank you!). That is, the Psionic Scream does not interrupt. Now, just to continue the conversation, here's the hypothetical you are looking for: Enemy Akkan level 6, attentively watching to activate Ar
Some of this has been said in various ways in replies, but I don't think there has been a clear statement of the way I look at. I completely disagree with this statement: "The fact that outposts cost population makes them largely useless." <span style="font-family: 'ar
[quote who="Ryat" reply="95" id="3379300"]Psionic Scream: Deal 100/200/300/400 (125/250/375/500 with fracture) damage to targeted capitalship or frigate within 4500/5000/5500/6000 km and all those within 3500 km, and also disable their abilities for 3/4/5/6 seconds. (90/85/80/75AM, 25sec)[/quote] Whoa, calling all captains: is that right? The Psionic Scream gives an Interrupt, e.g., vs Marza's missile barrage? Could the most info
[quote who="Ryat" reply="1" id="3379301"]And make the Kol stronger![/quote] The real insight of this thread!
[quote who="ezeltje299" reply="14" id="3377827"]Something I have noticed by playing with a friend, is that its much more useful to get tradeports everywhere, than in a chain. Maybe it's because of my chain that I had, where he got the bonus from, but he was advent, I was TEC, and he got more credits than me. I had a large chain, he had trade ports at every planet...And he got a much higher income...[/quote] You are so confused that I can
[quote who="Seleuceia" reply="9" id="3369109"]In a 5s game, you benefit not only from the length of your trade route, but the sum of yours and all your allies' trade routes...[/quote] I don't think this is true in current sins implementation. I think that got obliterated in one of the various updates somewhere. No?
"you are also now added to my mental list now that i know who you are" Man, I need some of that bionic robo-tech, too. I am still using paper-n-pencil for my lists.
[quote]Yes, but before you couldn't use it at all now you can heal your opponents.[/quote] Lolz. [e digicons]k1[/e]
I updated the file as you suggested, but bleed still gives healing instead of damage. C:\Program Files\Steam\steamapps\common\FE Legendary Heroes\data\English\CoreSpells.xml When does the CoreSpells.xml get read? During each battle or is it assigned to the hero on the upgrade? What I have done to test the change is to replay a battle from a save file; it seems the save file is now updating or reading the CoreSpells.xml. Could that be? &nbs
Changelog for V1.1 states: " Fixed the Bleed ability for Assassins" But this ability is not fixed. Still adding +3 rather than subtracting -3 from enemies.
[quote who="Yarlen" reply="6" id="3364781"]v1.5 should help with this?[/quote] Any prospective release date for the automatic update? We can't really test out the beta version in the MP community yet. The changelog looks quite good. I hope that Psionic Scream could be evaluated, too, because I think there is a bug in the data file for corvettes, i.e., it can target them but it cannot damage them.
In-game information says that Psionic Scream (Discord Capital Ship) says that it affects corvettes. Actually, it does not. I think the error is found in "BuffPsionicScreamTarget.entity", which requires an update to its 'targetFilter' to include corvettes. MOD'ers, did I get that right?
[quote who="Yarlen" reply="7" id="3343522"]I'll be posting some more details in the near future. Right now, much work to be done...[/quote] :: bump ::
I've been playing the StarDrive game. I will say two things: (1) game has potential for sure and I am looking forward to the release; (2) I have put the beta into "storage" for time being. The main reason for #2 is really quite simply a user interface issue that I am really believing must be updated by release: a big part of the game is designing ships to counter enemy ships: you can partially zoom in on enemy ships to see what they have got but 'partially'
I make an outpost right next to my city. I upgrade its armory. This makes the outpost become part of the city. 1. As far as I can tell, the armory is then worthless. 1a. Units near the city (i.e., within 2 of outpost) do not get their bonus. This seems to be a BUG to me. Confirm? 1b. The armory shows up in the inventory list of the city. I have not had the AI attack my city so I do not know if the units in the city get the bonus. 1c. Because the
Chart is visually very cool but does give some incorrect impressions. For example, fighters smoke corvettes and long range frigates. You wouldn't get that idea from the chart. Bombers smoke heavy cruisers. In your chart, if you look at bombers row, you do get the right idea. But if you look at heavy cruisers row, you get the wrong idea. And so on. Maybe update and correct?
[quote who="MooMugger" reply="76" id="3331695"]Atmosfear has many smurfs such as:[/quote] ROFL. If this dude was just half as skilled as he is funny, look out Doci! Thanks for putting a smile in my day. [e digicons]:grin:[/e]