Seleuceia

Seleuceia

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

I agree...the damage done is going to vary highly depending on the ship (PMs will through this off big time)... Let's try it, test it out, see what happens...it may just end up that we make the ship invulnerable (which is pretty close to what 3 hull repaired is)...we may also find it useful to have it help heal the ship...I know there is some opposition to this, but the Kol and Kortul have the ability to regenerate health while the Radiance doesn't...they also both can independently d

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With the Carriers and Colonizers pretty much done, most of the focus has gone to the Battleships...I think it is time to release another update that reflects the most recent suggestions regarding the Battleships and Siegeships... v0.12 -- Released 7/14/2010 Capital Ship changes -Kol --Finest Hour ---Antimatter regeneration decreased from 5/s to 3/s ---Hull regeneration increased from 10/s to 15/s --Gauss Rail Gun ---Damage inc

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Superfleet you are correct...the illum/scout nerf was devastating to the Advent, and only the Vasari got a decent amount of buffs (poor TEC, they always get shafted)... Here's the thing with balancing... Now, a few tweaks here and there could balance the factions, as in no faction would be overall better than any other...however, this doesn't necessarily make the game the best it can be.... I'm hoping to balance the game so the factions are equal, but likewise balance

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[quote]When can we test again? More than anything else we need to get more players involved with testing. [/quote] I'll be available friday, saturday, and sunday...I don't know who else will be willingly or able to test...

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Hmmm...this is going to be tricky indeed... I agree with DesConnor that the cooldown is still going to need to be changed (60s is fine by me)... Right now I'm thinking 1/2/3 hull restore is the way to go...it may need to be 1.5/2.5/3.5 or some values in between, it just all depends on how it performs in testing... I'm iffy on energy absorption...I didn't pick an armor bonus, the Devs did...now if I was making a mod that entirely changes the game (which I may do someday

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Update on incendiary Shells... Changed the line allowFirstSpawnerToStack from FALSE to TRUE...allows the ability to stack now, even from just one Marza... The Marza has 3 weapons, and with a 15s duration on this ability the weapon cooldowns allow for an accumulation of about 6-8 instances of this buff on the target...with the current stats, this is about 21/31.5/42 extra DPS from just one Marza...multiple Marzas, and that number gets insane....also keep in mind that w

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I tried testing incendiary shells with an infinite stacking limit and I got a minidump...I tried again with an "infinite" stacking limit (AKA as 1,000,000) and it doesn't stack...I think the stacking limit only affects multiple Marza's using this ability...I'll work on this, see if I can get it to stack...

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[quote]Both as a potential way of setting up this ability and a good way to see how it scales with fleets, I suggest leaving out the hull repair effect at level 1, but restoring 1 hull point at level 2 and 3 at level 3.[/quote] I've tested it against LFs and LRFs at 1/2/3/5/7 hull restored OnDamageTaken...5 and 7 definitely repair it, 3 is about even, 1 is hard to tell if its doing anything, and 2 does seem to slow damage down...0/1/2 hull restored is probably not a bad idea for testi

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Update on Incendiary Shells...I changed the onReapplyDuplicateType "PrioritizeNewBuffs" to "Prioritize Old Buffs"...ability works perfectly now and actually "sticks" so that the damage is done for the full duration....since this ability actually works now, I'd like to ask for some ideas on what to do here.... One route is, simply increase the DPS...a typical capital ship dishes out about 50 DPS at level 1, and increases by about 6-8% per level....so, something like Power Surge

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In general, starbases should be used when either 1) You know your fleet cannot successful defend a gravity well or 2) If you move your fleet, you know an enemy fleet will attack an undefended world of yours... For the first situation, this usually occurs when you play the AI on higher difficulty levels and/or pirates are active...in multiplayer, this would occur if two players are merging their fleets and attacking one player.... For the second situation, this usually occurs i

121 Replies 65,731 Views

HerrPinguin, I tested your suggestion and removed the BuffTaunt file (the one that affects the individual ships)... I see two situations...one, you're already targeting the radiance and want to change targets...two, you are not targeting the radiance, and don't want to target it anyway... In the first situation, I was unable to get my ships to target something else... In the second situation, I seems I was unable to prevent my ships from targeting the radiance

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Another update.... For whatever reason, I am dumb and somehow messed up when trying to do this earlier, but I got it to work now, so... I added to Animosity (for testing) an extra instant action that adds hull points with the trigger type OnDamageTaken...works great, when the Radiance is shot, hull points are added.... Now, I did some testing, and at about 3 hull points the damage taken seems to equal the hull repaired...anything less than this and the Radiance still t

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Here's an update on animosity... I played a game on point blank with the other faction as Advent...my hope was they'd build a radiance and eventually put animosity on it...I got lucky and first game they built two radiances, eventually using animosity on one of them...this is what I found... When my ships were under the influence of animosity, I was unable to give them any attack orders...if I did, they just sat there still shooting at the radiance using animosity...howe

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[quote]Firstly as I understand it the ability has an existing target cap of 8/16/32? If this is too much then drop it to 8/16/24. The developers made the change away from infinite targets in 1.1 so its safe to asume they considered infinite targets to be too strong. Wasn't the object to have it working as intended?[/quote] I removed the max target count and also extended the ability to affect SC...of course, I did this because a working version of animosity had never really been te

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HerrPinguin, when I get a chance I'm going to look into Magnetize...good catch with seeing the finish conditions, I wasn't aware of those...since that is an option, right now I'm inclined to leave the max # of targets at infinite, and then tweak those finish conditions to limit the # of SC damaged... One thing.... I've seen a lot of comments regarding the DPS/Speed/Hull/etc of the capital ships as well as suggestions for the Support/Siege cap ships...I promise I'm not ignoring

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First off, HerrPinguin I'm glad you joined these discussions.... Now... Everyone has pretty much left the carriers and colonizers alone for quite awhile so I'm going to assume those changes made to the Sova, Jarrasul, and Skirantra are alright... I'd like to clear up the battleships as much as possible so we can focus on the other two ship types as much as possible....after reading everything these are the conclusions I've come to... Kol: Let's address

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Okay...I have read these posts and there have been a lot of good ideas...so, I want to summarize what I have picked up on feedback... Higher levels of flak burst need to have more appeal...two suggestions are reducing cooldown time (say 12/10/8 instead of 10s) or increasing range at higher levels (2400/3000/3600 instead of 3600)... Animosity needs a much longer cooldown time to prevent ridiculous fleet interrupts...no second buff until it is tested in MP... GRG needs t

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[quote who="Cykur" reply="17" id="2679054"]Chances are unlikely that any one mod will become the community standard because it is impossible to distribute mods via the launch room, but there is no harm in groups of people testing changes to their hearts content to come up with their own personal mod.[/quote] Well said :-) Kharma, I do admit that I personally would prefer a game with more powerful capital ships and believe LRF/Bomber spams are a major concern... However

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First off... [quote who="-Ue_Carbon" reply="32" id="2678120"]Also, IMHO. Not sure if your going to cover it but, reducing LRF and Bombers damage vs Cap will make great improvments to all the caps. I also suggest you increase LF damage slightly to Caps. This would clarify the RockvsPaper triangles we have in SINS. Ive tweaked the damage modifiers and it makes the game better for it. IMHO.[/quote] I very much am interested in how this affects things...since you were o

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Okay...if flak burst has lower cooldowns at higher levels, then...well the original cooldown times were 12/10/8...we could go with that, or stick with 10s at lvl1 and go with 10/8/6....6s might be too fast though, I'm not sure...you are right though about reducing the antimatter cost, that would just make this isssue worse... Removing the antimatter regen from FH is actually a good idea...so it that is removed, I'm thinking, then what? I don't know if FH needs to be buffed, if i

198 Replies 66,380 Views

I think I said this in the other thread, but with finest hour being too much of a milestone for antimatter, what about increasing the Kol's antimatter reserves while decreasing the bonus it gets per level? GRG needs to be fine tuned, but right now I think it is too difficult to do that when high level Kols are so much better when it comes to using abilities...

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Darvin... GRG needs to be fined tuned some more...I think you are right, Kol is still too weak early on even with a passive ability and low antimatter costs... One possibility is raising its base antimatter reserves and decreasing the bonus it gets with each level... Another one is say, increasing the damage values of GRG by 50% but increasing the antimatter cost from 25 to 40 (a little over 50%)

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HerrPinguin, thanks for your suggestions...I appreciate them and I think they are very good...you had a lot of ideas and touched on a lot of topics so forgive me if I accidentally fail to address something you brought up... [quote]With these changes, a level 1 Kol with FB can fire as often and hit just as many strike craft (i.e. in the same radius) as a lvl 5 Kol that has focused most of its points into FB. The only gain for two extra levels is a modest 50% more dmg (40->60). Sig

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So far so good...some of the last few changes were rushed so that it could be done by this weekend...but for the most part, pretty good...got some good battles with the Kol and the Vulkoras, and the Space Eggs colonize is very nice now...

16 Replies 13,773 Views