Seleuceia

Seleuceia

Joined Member # 3020178
91 Posts 5,373 Replies 24,876 Reputation

[quote]GRG is an ability that suffers in the lightning quick late-game shootouts. Cramming more shock power onto this abillity won't solve that problem, as no matter how high we go the Kol is going to get drowned out by the LRF pounding. Increasing the duration might help a bit, but this ability is simply out of its element in these situations and is going to get outclassed by ion bolt or phase out hull.[/quote] A good point...so, damage stays the same (600/900/1200)... [quo

240 Replies 112,082 Views

Did some testing with the Kol today in single player... Flak Burst seems to be pretty good...the larger range and damage increase at lvl 1 and 2 makes this a good, solid ability at all levels...however, even a lvl 10 Kol with Finest Hour can't use flak burst more than a few times, so I don't think this ability is overpowered...not as strong against Vasari SC, but any more and it would be too strong against Advent SC... I liked the Adaptive Forcefield being passive, this made m

240 Replies 112,082 Views

Tomorrow (Saturday) I should be on ICO around 1 or 2 PM (central time) until, well, more or less whenever I get tired...for those who aren't American, I think that is GMT 1 or 2... Tested a game today with Waxworks...we both were TEC, I started with a Kol and he started with a Dunov (built a Kol 2nd)...magnetize and flack burst seem to be a pretty good combo for dealing with SC...however, the damage done to the targeted ship was pretty pitiful, so the nerf from 25 to 15 damage per imp

240 Replies 112,082 Views

Antimatter rechargers aren't worthless...if for whatever reason the game is dragging on and you actually have 6-7 civ labs, antimatter rechargers can be the core of your defense...one or two of those things can keep a halcyon or two and some iconus guardians constantly spamming their abilities...try attacking an advent starbase with telekinetic push and repulsion constantly active...even with ogrovs or phase missiles, it's damn near impossible....

12 Replies 7,285 Views

[quote]Also about the testing, is it carried out like a regular multiplayer games or do we just kind of expand to our nearby planets and then start sending fleets at each other to see who wins, but don't try to take each other out.[/quote] Well, when I played with Darvin, Cykur, and Waxworks, we played more or less like a regular multiplayer game...but, we tried new capital ships.... For example, in one of the games, me and Darvin were allies...he built a Kol and I built a Jar

198 Replies 68,315 Views

Find the SoaSE file location (most likely C:\Program Files\Stardock Games\Sins of a Solar Empire)... Once in the game directory, go to the folder "Textures"...the name of the file you are looking for is "Startup_Loadscreen0.dds"... If you do not have a program that can open this, I'd suggest downloading the Gimp...it is free and almost as good as Photoshop and similar programs... The latest version of Gimp can be downloaded here

2 Replies 12,604 Views

Now that is an interesting idea, Clairvoyance revealing all mines...in MP you don't see mines very often...but, if this mod continues, mines are likely going to get buffed and, well, that could be really useful... What do you all think? Magentize having any AoE ability interrupt instead of just interrupting the target ship? Might have to tone down the number of SC destroyed then, but, it might make this ability more useful and more balanced...think abou

198 Replies 68,315 Views

[quote who="Syneptus" reply="82" id="2683093"]One helpful thing, when modding values, simply setting the value to '-1.000000' makes it infinite. If someone can prove me wrong, please do not hesitate to do so.[/quote] That's what I did on magnetize...but for whatever reason the ability simply did not do anything to SC...other people reported the same problem...changing the value from -1 to another number seemed to fix it...there are also certain abilities that if the stackin

240 Replies 112,082 Views

[quote]If you do a lot of combined nerfing/buffing to the different components of a single ability, it gets harder to see the net change. [/quote] You are right, there are many changes and without having been the one who suggested them it might be hard to understand why they were made...however, when testing each player is going to go into the game with the mindset of building a capital ship or two that's been buffed... For example, instead of a double Skirantra start, I

198 Replies 68,315 Views

[quote]it might be a good idea to add a weapons disabled buff so they cant attack whilst stuck.[/quote] [quote]Make magnetize generate a 'no-ability zone' that sticks to the targeted ship and cancels all abilities within range. [/quote] Now both of these ideas are actually very interesting...I'll be honest, I kind of like them... [quote]I know you all probably dont care, but I brainstormed a few ideas for magnetize.[/quote] I do care :-) I like your idea

198 Replies 68,315 Views

[quote]Simply tinkering around with this number doesn't change the fact that knocking out squads wholesale is a big deal in the early-game but isn't going to make a dent late game.[/quote] I agree, but the ability is what it is...and it is also an ability interrupt so it still has its uses.... [quote]Add one if there isn't already one, and shorten it. The pull isn't quite instant, it pulls the strikecraft towards the target and then when they 'collide' they are destroyed. Try

198 Replies 68,315 Views

[quote]Interesting making the abilities cost more as they leveled up. I could understand this with the Kol, but I'm afraid this will just make everyone pick the level 1 abilities for the first three levels[/quote] Maybe, but I don't think so...thing is, the antimatter costs for most of the abilities were lowered...for example, antimatter cost was changed from 70 to 50/60/70 or something like that...basically, the ability is actually useful at low levels since you can use it several ti

240 Replies 112,082 Views

Since the weekend is approaching, I figured it would be a good idea to release one more update...all together, 25 abilities across 12 different capital ships have been changed...since so many things have been changed, this change log will consist of all changes made from the very beginning...here is the most recent change log... Official Change Log of Project Equilibrium v0.20 Capital Ship Changes -Kol --Adaptive Forcefield ---Changed t

240 Replies 112,082 Views

-1 for whatever reason does not work with everything...when it's used for magnetize, the ability seems to not work...I don't know why, but I suppose 1,000,000 will more or less be good enough...

240 Replies 112,082 Views

GoaFan is right...if you don't like it, look for mods online... Nevertheless, the best solution is to simply wipe the pirates out before they become a problem... If you are TEC, use a novalith... If you are Vasari, use a Kostura until all the gauss platforms are destroyed, then make a mad dash with some caps and siege frigates to take the planet out between pirate raids... If you are advent, you'll have to do it the hard way...Iconus Guardians with repulsion ar

10 Replies 11,400 Views

[quote]Magnetize I'd be happy with a 50% target cap increase, even maybe double and longer duration and radius of effect. The finish conditions are fine as is- that is part of the effect. Having a very large target cap, however, seems likely to be too strong for an ability that is already an interrupt.. The strikecraft are killed outright not just damaged- also the effect of Flux Field has to be taken into account. [/quote] Here's the thing...a target cap affects how many SC are "ma

240 Replies 112,082 Views

First off, I'd like to mention that Balancing the 3 factions...for real... is still going on...for those of you who are participating in one or both of these threads, I think a lot of things are being missed since, say, you may post in one thread without having read someone's thoughts in the other...just keep that in mind, this conversation has been split up, so keep up with both threads :-) I'm considering a change to magnetize that is discussed in the other thread...I'd like t

240 Replies 112,082 Views

Magnetize.... There is some concern that an infinite target count for this ability could be a problem...however, HerrPinguin noticed something I had not, and that is the finish condition on this ability...apparently, killing a certain number of SC (currently 8/12/16) also ends this ability... Here's a proposition for magnetize...let the ability have an infinite target count but change the finish condition so there is a reasonable limit on how many SC can be destroyed.

198 Replies 68,315 Views

Anti-matter rechargers cannot transfer antimatter to buildings, only to frigates and capital ships... however.... Disciple vessels have the ability to transfer antimatter (must be researched, lvl 3 tech), and can transfer it to structures and starbases in addition to frigates and capital ships...an anti-matter recharger can refill the antimatter on a few disciples, which in turn can transfer it to the deliverance engine...it is crucial that you turn the ability on the disciple

1 Replies 2,616 Views