[quote who="ZombiesRus5" reply="557" id="3060221"]This is similar to an idea I floated a thread or two back. I think it would be possible to make a modded scenario with the Galactica trying to get to a specific destination. Sorta I know I won and how many civilian ships did I manage to bring with me. [/quote] Hey, sorry I didn't get a chance to reply before. I thought it could be done by having the civilian ships have positive abilities that target capital ships (sa
Dr Franknfurter
[edit] Just wanted to say I've enjoyed playing against (and as) the cylons and trying each of the SotF races and I'm impressed all around at the quality and attention to detail. That said... I think it would be an interesting idea for a scenario with more civilians. It looks like there'd be potential for using the SotF framework using a neutral militia mod, a race with a series of capturable civilian support ships from BSG... just one way of allowing
I'm wondering if rather than nerf or un-nerf pirates to match every player's optimum... they could just have a difficulty setting. Easy--->insane. My only interesting thought is doing the same for neutrals. I like the occasional slow game and fast game. Some things make little sense... pirates being insane in difficulty with no scaling of the defences in neutral gravity wells. If you could control both I would be happy. (I'd regularly set neutrals to hard/insane and pirates to hard probabl
diplomacy as a last expansion should be about filling in the missing features. Yes I know it's a stretch to tie supercapitals to diplomacy. I just find late games unbearably dull in sins. I like the first few mins, the first starbase, the first big fight... which is all fun, but after a while it starts to get tedius... your unique capitals turn into swarms of capitals that swamp enemy planets or go pop against equally large fleets. I'm just wondering if there's any way the idea for su
I am curious as to when or if the caps on bonuses will be removed or increased... or be related to techs (specific 'understanding type techs' or your race relations imposing the caps or current diplomacy research level (+1 to cap for each diplomacy tech). At the moment I think res donation bonus has a cap of 1 (which is tiny). Mission bonus is for the last mission, not cumilative missions (which it should be, up to a high cap of +/- 20, to potentially negate the team bonus). The negat
I wasn't planning on supercapitals being overpowered and being able to take out other capitals instantly. Still lose when outnumbered, but improve the survival time (to stop them going pop at the start of a battle) because they would be more of a focus fire target. I doubt it'd be hard to think of a way to make them fit in diplomacy: Make them carry a Liason from another empire with a 25% cut in (envoy) diplomatic ties if lost, say going from 130% with pacts to 110% and losing *al
I'm just curious, capital ships are the reason I play sins really. I wondered if adding super capitals into vanilla diplomacy is an option. I'd really love to be able to upgrade 1 lv10 cap to a lv1 supercap with one of the later fleet capacity researches. Imagine if it lost an ability and gained a new, overpowered one and gained a 50-100% health and stats increase. Or better yet retained it's old abilities and gained a new ability and new lv6 ability. You could keep the same models, j