[quote who="gundamlit" reply="84" id="3182278"] - At least first the AA capital ship weapons. It's flak's job, so I don't like the idea. [/quote] I think it is more realistic. No navy in the worl doesn't have AA on its battlships (infact, almost all vessels have some sort of AA ability...but that would be too much for this game). Volt, does the game offer any sort of "chance to hit" variable that could be applied to SC
AceXMachine
I am wanting to mod the Vasari Kortul/Devastator in such a way that it fires light beams(similiar or virtually the same as the titan light beams that can target SC) from the same hardpoints it fires its regular beam weapons. Generally, I need to know if it is possible to add a new weapon to the mesh and "share" existing hardpoint locations and if it has any reasonable expectation of working. End result is that I would like it to use the li
[quote who="KrdaxDrkrun" reply="5" id="3182112"]Actually this portrait is the one that represents the militia/insurgency. When you are playing TEC Rebels, and you research Truce Among Rogues, you will see his picture in the notifications window. [/quote] Ahh, that explains it. I've only played the rebels once so I probably forgot or missed it. What a weird portrait though... Thanks for clearing that up
I KNEW someone was gonna say that lol...Didn't wanna start that though and it be some silly thing like a pirate portrait I never "changed to"....
If anything, It looks like a cross between a Vasari and a Terran...
I was looking through the textures and ran across this (bottom right): Is that supposed to be another pirates portrait or....? I have never seen it before in-game
Besides, it my..I mean, sareth's thread...I think he can decide when it goes off topic too much ;)
[quote who="Seleuceia" reply="78" id="3181913"]Minidumps still occur in vanilla, so don't kill yourself looking for the issue....might not even be your mod... [/quote] True, but it does seem they occur more often with the mod and an AL player(a virtual guarantee if playing as/with the Advent Loyalist) whereas I just finished a (longgg) 1v4 game with no AL faction and have had no such issue with the mod.
[quote who="Annekynn" reply="75" id="3181826"]I get minidumps as well with this mod after a few hours of play. Two different maps each resulted in the same thing after 4+ hours into it. Unavoidable and always happens. Save files will also not load if I disable the mod. [/quote] Were you playing as/with the Advent Loyalist? Volt is trying to track down a crash which appears related to them. You're save games won't load I imagine because there is a modde
[quote who="Volt_Cruelerz" reply="74" id="3181650"] If it were put on the Jarrasul, it would make the Vasari build very few other types of capitals early-game. The balance I've achieved at this point IMO is pretty good. [/quote] *sigh* You are right of course, and I expected that response. Just looks so damned odd with the size of the beam vs the SC. Its like lighting a cigar with a flame thrower. I will endeavor to find a solution that includes t
Volt, have a request/suggestion. I love that you have made one of the cap ships for each faction have anti SC weapons. However, for the Vasari, I was thinking that the Evacuator would be a better fit for this role as it has allready has fast "light" beam (very similiar to that of the Vasari titans that also target SC). Just looks odd with the Devastator's huge beam knocking out SC. Just an idea...
[quote who="Volt_Cruelerz" reply="70" id="3181534"] Yeah, I'm probably going to have to just make it 1 lab next patch because it doesn't handle decimals at all. [/quote] Well maybe make it more expensive then since it makes no sense to have multiple upgrades? It was a good idea tho....
I can also confirm that Shipboard Labs is borked. Even with all 4 research upgrades and 14 cap ships I still have no more labs.
Ok, have a clue. I had a crash occur at the exact moment I wiped out a Pirate base/planet. I did it in my allies system. Here are the specifics. I cleared the pirate base in my star system with just my titan, progenitor and some crusaders, guardians, illuminators, disciples and corvettes and it did not crash. But when I attacked the Pirate base in my allies star system I had a fleet consisting of nearly everything except adjucators(which I rarely use) a
Uhg, now I am getting a minidump at the same point on one particular game. Is there a way to open MDMP in text to see what may have gone wrong? Advent Loyalist is one of the AI players so it may have something to do with them.. Edit: starting a new game, 2v2v1 with me and my ally as AL to see if I can track this down
[quote who="Lprsti99" reply="62" id="3181046"] A mirror match is indeed a matchup against the same side. Term comes from fighting games, where if two people picked the same character, it looked like the character was facing a mirror. [/quote] I figured it was that but wasn't sure. Thanks for the clarification. One of these days I will have to play an MP game (shhh, don't tell DirtySanchezzz)
[quote who="Quosar57" reply="141" id="3180971"]Can we all at least stay on one topic? Wait.........this is a troll forum isn't it? *sigh* I guess they probably they need to really to beef up the other factions. By-the-way, I am a Advent player in Diplomacy since i don't have enough money for Rebellion. But, i still know what you are talking about. So, here is my statement: NERF THE VASARI! There, I sai
[quote who="Volt_Cruelerz" reply="60" id="3180925"] Just playing mirror matches with the AL should help. It also might have to do with the Revelation.[/quote] I'm not familiar with the term "mirror matches" and can't quite guess what you mean. Playing against someone who is also AL or what? Sorry for being dense... [quote who="Volt_Cruelerz" reply="60" id="3180925"] As for increasing the range, it will drastically help against the
[quote who="sareth01" reply="137" id="3180903"] ...They have movement capailibities to ensure that their main fleet is only one or two jumps away from any part of their empire. All these combine into the perfect defense. Having a vasari player in the eco slot is just about as OP as you can get in this game. I'd suggest making the vasari endgame economy sub par to the TEC and the advent, as their fleet is already much more powerful then the advent or TEC
[quote who="zachduyahoo" reply="135" id="3180879"]But Axe that is the point you are not supposed to come at the VRT with your entire fleet, basically your fleet is powering its ability. If you just want a one on one slugfest then whats the point of abilities. So your tactic of throwing your massive fleet at the enemy is what gives the titan power. So IMO the titan isnt overpowered it can be brought down simply with another titan and swarms of SC and it gives u a sort of advantge why don;t you
[quote who="Volt_Cruelerz" reply="57" id="3180763"] I found what you're talking about and changed it on my end. I'll be sure to have it in the next version. Right now, my main focus is that there seems to be a crash related to the AL (my guess is the Coronata, but I can't figure out exactly what is causing it until I do a controlled AL vs AL mirror test). Any help diagnosing this problem will be much appreciated. [/quote] Awesome.&nbs
[quote who="zachduyahoo" reply="131" id="3180759"]Axe, the nano leech does not need a nerf, it just requires you to use tactics. Agianst the VRT never ever engage it with large amounts of frigates or cruisers keep them at the far side of the gravity well or out of the well if possible. The nano leech is only as powerful as the number of ships it is leeching. The perfect counter is to engage it with another titan and caps while also having a large amount of light carriers with SC. Since nano l
Anyway to make it so the now passive adaptive forcefield isn't "always running" on the Kol?. My Kol's now glow green constantly even when idle...Can't even really see the ship. Or is this a glitch and not as intended?
Sareth...I think it may be possible to make a mod to make the SB's mobile if you want me to check it out. I was messing around creating a mod to increase their weapon range and such and I see the options for movement, speed, turn rate etc. The Vasari stats are as follows: angularSpeed 0.500000 rotateSoundName "" rotateFacingType "None" rotateConstantly FALSE maxAccelerationLinear 40.000000 maxAccelerationStrafe 4.000000<br
God, I want to add something but I said I wouldn't...damn it...