Seleuceia

Seleuceia

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

[quote]I think pulsing it will just turn it into a click war.[/quote] I don't see how...it requires only 1 click to activate...I think I didn't explain what I meant by pulsing... Animosity has an ability file AbilityTaunt which puts the buff BuffTauntSelf on the radiance...BuffTauntSelf "affects" most objects within range of the radiance with another buff called BuffTaunt... BuffTaunt is the actual file that affects each individual ship... Both BuffTaunt and Bu

198 Replies 66,314 Views

As far as I know, here is the latest info on changes to the Kol: Adaptive Forcefield is now passive...it still grants 15%/25%/35% damage reduction and 25%/45%/65% phase missile block...compared to the current ability, the average damage reduction will be higher on low levels but the same 35% at lvl 3...this was due to the current ability having a longer cooldown than duration at lvl 1 and 2... Flak Burst still costs 100 antimatter...however, the damage has been changed from 30

198 Replies 66,314 Views

I'm liking the volunteer idea, at least for now... We get some ideas, throw together a mod that implements them, and test it...all of that is done by volunteering... Now, once testing results come out (and those who made the mod may or may not be part of the heavy testing) and those that tested it start recommending changes, I still think the mod can be reworked on a volunteer basis (the people who volunteered to make it in the first place and the testers)...but, some more str

38 Replies 84,022 Views

First off, Syneptus... I think your idea with resource focus is an interesting proposal...personally, I'd rather leave it as is but buff the numbers (as Darvin suggests) or make it passive, but lower the numbers and have it affect the whole gravity well (which is bascially making the range ridiculous like the PJIs)...I don't like the idea of being forced to build a trade port by an asteroid, this can force you to put facilities in places you may not want to defend or that for

198 Replies 66,314 Views

This is what worries me about a Tri-skill build...the Kol has very little antimatter, so making it viable for 3 active abilities to be used also makes it very viable for one ability to be spammed virtually forever, which could be very difficult to balance... Both the Radiance and Kortul have a passive ability...the Kortul is pretty balanced between Jam weapons and Power Surge, and honestly, if the Animosity did something useful, the Radiance would be balanced between detonate

198 Replies 66,314 Views

[quote]At the start of your thread you even state that you will leave discussion on capital ships for a later thread? Is that more or less misleading than mentioning the extensive discussion on the Sova?[/quote] I stated that in the thread because I didn't know players like Darvin, Cykur, and GoaFan (and there are others I can't think of at the moment) would be dedicated enough to carry the thread on (balancing 15 caps takes a while)...I figured the best I would get from the discussi

38 Replies 84,022 Views

[quote]much of which has been taken up with a detailed discussion on how to buff the Sova[/quote] The thread is not about the Sova, it is about ALL the capital ships...the Sova was done first because it required the least work of all the ships...changes were also made to the Skirantra, Jarrasul, and are now being made to the Radiance and Kortul...I can understand if you don't like the thread, but don't mislead on what it is about... Once all 15 capital ships

38 Replies 84,022 Views

[quote]The ideal situation, at least in the case of Demigod, would be for the uberfix patch to be included directly as a mandatory update in impulse so that all players would be required to have it installed as a mod[/quote] This is a good idea...if this idea was proposed to SD instead of a straight up patch, then they are much more likely to go for it...they made this game and they own it, I don't think they're going to let us patch it for them unless the community makes compromises

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[quote]What we need to do is make level 1 stronger, not make level 3 weaker, so I don't think changing the cooldown will achieve anything towards this. [/quote] I agree lvl 1 needs the buff and lvl 3 should be the same...I edited my last post to address this, so I don't know if you saw it....It involves the cooldown, but as you say, antimatter is the limiting factor, not cooldown, so I think this final proposition might actually work rather well... And by the way, thanks for l

198 Replies 66,314 Views

Another consideration is keeping damage per level constant (60) and then having a step-down cooldown (like 20/15/10)...I am almost more in favor of this simply because the lower levels of flak burst are too dependent on which faction you are fighting...lvl 2 and 3 are basically the same against advent, while the levels are vastly different against the Vasari... At lvl 1, the current ability can do 60 damage in 12s or 90 damage in 24s (5/3.75 DPS) At lvl 2, this becomes 90 dama

198 Replies 66,314 Views

[quote]They won't even get the Sins Optimization Mod.[/quote] This is a good point...and that mod doesn't even change the game, you'd think everyone would use it... But that is why I think GoaFan's thread here is important...if there is some "officialness" to any mod made, then it is much more likely to be universally supported...there are a lot of people who think 1.18 was more balanced, yet they still play 1.19 with everyone else...being "official" gives a huge amou

38 Replies 84,022 Views

[quote]The TTL increase of my 60%/70%/75% numbers (not counting downtime) comes out to 150%, 230%, 300%, in case you're curious.[/quote] I knew there was a story behind why it was 60/70/75 instead of 60/70/80... [quote]For instance, if you want 25%/37.5%/50% TTL progression, you'd need damage reductions of 20%/27%/33%.[/quote] This TTL concept is a very good point...now, the original Adaptive Forcefield was not a linear progression either ( much worse

198 Replies 66,314 Views

[quote]as the other main economic benefits are already in use by the other colonization abilities.[/quote] There is a population growth bonus that can be used...I think that combined with the constructors it would work...of course, I would imagine that the duration would have to be decreased then (480 or 600) since having that population growth bonus go on too long would be too powerful on on ice/desert/terran worlds... [quote]I think the only big problems are how har

198 Replies 66,314 Views

Just an update...got the Jarrasul to spawn an extra constructor ship temporarily... Right now, I'm thinking this ability at lvl 1/2/3 should spawn 1/2/3 constructors for 720s...would love any suggestions or opinions on this...

198 Replies 66,314 Views

If a community mod is seriously going to happen, I think we should prioritize goals, and do one or 2 at a time....too many things in this game are interrelated, so I think we should have narrow, focused goals that build upon eachother (for example, balance caps, then frigates, then defenses, then factions, then pacts, etc ect) I'm going to continue pursuing my mod, but I will happily contribute my ideas if another mod is started...I hope many of you are willing to contribute, I kn

38 Replies 84,022 Views

[quote who="GoaFan77" reply="60" id="2672712"]On a more practical note, is this supposed just to be a mod that is just used by people who want a fair game, or is this supposed to be the beginnings of a community patch many of us have been discussing?[/quote] Since this project is moving along, I think it's important to address this... Before I started this thread, I read a lot of other threads that touched on this topic...the two that really inspired me to start this

198 Replies 66,314 Views

[quote]I agree, but save subversion I don't really know what conceptual changes you refer too.[/quote] I had just come from reading another thread, so what I was referring to is not obvious, my bad... There are some proposals that radically change what animosity does, to the point where it's not even the same ability...there also is a sentiment to put repulsion on the revelation and guidance on the iconus guardian... [quote]Also I very much second Darvin's ide

198 Replies 66,314 Views

[quote]My goal is to get the Kol to the point at which we can seriously entertain a tri-skill build.[/quote] Part of me really likes this idea...but the same is going to have to be done with the Dunov...and the revelation...and the maurader, unless abilities are made passive...the (soon to be) most powerful ship in the game has 2 passive abilities...the next 4 have one or have a colonize ability...as for the ones with no passive ability... [quote]these four capital ships actua

198 Replies 66,314 Views

[quote]Personally I think the Sova can be fixed with that suggested buff to heavy strikecraft.[/quote] I'm starting to think this may be enough as well...missile batteries is pretty decent as is...I might still change the cooldown (35 -> 35/30/25) because this will allow the player to get them up faster, but I'm definitely going to keep the antimatter cost constant, no reducing that... [quote]I think you should wait before buffing the Akkan, it is pretty good as it is, and

198 Replies 66,314 Views

I'm making a mod that, among other things, will balance the capital ships...one thing I'd like to do is make the Jarrasul's colonize ability a bit more competitive... What I'd like to do is have the colonize ability 1/2/3 create (temporarily) 1/2/3 constructors, and have them last for 720s... The duration and the amount of constructors is irrelevant because I can change those easily...unfortunately, I'm having a problem getting the ability to work at all... I looked at

2 Replies 1,991 Views

[quote]This is basically no buff at all...the best way to improve this ability if you just want to further boost construction time is to have it spawn an extra (temporary) construction frigate.[/quote] That is actually a really good idea...I'm going to try and implement it (I know this is one is possible) and make sure I can get it to work...once I got it working, the numbers can be tweaked to balance it more...I still think the structure build speed should be increased or lv

198 Replies 66,314 Views