[quote]It's best not to keep your carriers near your fleet. It's best to keep them far behind.8000 range isn't even the range of Jav LRM's. You don't want your carriers that close.[/quote] That was kind of my point, though I should have said it better. Concentration aura is only good when you have the Rapture nowhere near combat, which makes its other abilities useless. Thus the suckage.
bloodhawk32
Another thing about the Rapture - its Concentration aura and the Halycon's Amplify energy aura should really be switched. The Halycon is a carrier, meaning you should be keeping it away from the battle - yet its aura encourages you to keep it right next to your HCs. The Rapture is more of a close range capital, yet its aura encourages you to keep it with the carriers. It just doesn't make any sense to me.
[quote]Concentration Aura: 8000 range sounds like a lot, but it isn't with strike craft. It should be 15000 range.[/quote] Because I'm probably one of the few who uses the Rapture, I can also say you're wrong (which is probably pretty rare :)). As the description states, the range is for the host of the strike craft, not the strike craft themselves. Which makes is pretty useful for a carrier strike group. Of course, the ship still sucks.
[quote]So what then, should the Vasari have as their super thing?[/quote] Interstellar travel between phase gates? (at the same speed as normal interstellar travel, of course). I'd trade RA for that any day.
My problem with multiple victory conditions in most games is that even the peaceful ones are really military victories in disguise. In Civ4, for example: Domination - If you own 75% of the map, Conquest isn't too far off Culture - Takes long enough that you'll have to fight a couple dozen wars to defend yourself from the aggressive AIs Space Race - ditto Diplomatic - ditto Really, by the time you can afford to do any of these, you could have won a conquest victory
What I've also found works is to ignore their outer planets and jump directly for their home planet. The AI usually drops everything and sends all forces to defend it, which means I can wipe out their entire fleet in one decisive battle. Since the AI fleets usually have horrible composition, a well constructed smaller fleet can win and still leave you enough ships to defend against attacks by other AIs.
Space is not a (complete) vacuum. You're going to run into dust, micrometeorites, etc, and if you happen to be going fast enough, even something very small is going to leave one hell of a mark. Weathered looking ships are definitely realistic.
[quote]@Bloodhawk32: OH GAWD, TEH HORRORZ!!!1 Yeah, I can only imagine, and hence why I settled on 30. Also, please keep in mind that I increased these caps with the expressed purpose of better facilitating large+ maps, thus allowing for more fleets. I did not intend for all of ye ships to be massed in one uber fleet, but hey, I'm not gonna stop anyone if they want to do it, just don't complain about any lag [/quote] I wasn't complaining, and I'm sorry if I gave that impression
[quote]Man, that'd be ridiculous, especially with the Advent's 8th tier free level/bonus experience tech. Is there any way to specifically place the custom planet types in GalaxyForge (by getting it to load the mod data files instead of the Sins stock?) so I could make balanced maps?If not, would it be possible to alter the .galaxy file?[/quote] Can you imagine what a fleet with 30 or so Advent carriers at level six would be like though? All those fighters - and all that lag, proba
The problem with choosing Advent capital ships is that they're all incredibly useful. The Progenitor and Halcyon are probably the best, however.
Essentially, refineries give a small bonus to resource extraction in the planet you build it in and adjacent planets. If you mouse over a resource asteroid, it will show a "Refinery Quota: x/3," (x/4 for neutrals) x being the number of refineries you have in the asteroid's system and adjacent planets. If you really want to, you can give yourself a headache trying to figure out the optimal arrangement, but one per planet generally works out fairly well.
The Real Veon: Assuming I know what I'm talking about, you're supposed to copy the Textures folder from your main Sins directory into the mod's folder, and then extract the Textures folder from the download into the mod folder and overwrite everything that needs overwriting. Does that make sense?
TEC could get a modified Flak Burst, Vasari could get a modified Phase Missile Swarm (only targeting fighters/bombers), and Advent could get a modified version of the Destra Crusader's DoT aura that only targets fighters/bombers. The abilities wouldn't be identical, but with tweaking they would be equivalent. Just ideas, but none of them should require anything other than editing text files :)
[quote]I personally believe that the Vasari should have the least (reflecting their mobile nature), whereas Advent should have the most (I believe following what already exists in Vanilla) followed by TEC (who already get the most logistics slots).[/quote] I think the Vasari are already 'hurt' enough defensively by the 10 slot cost of the Phase gate, which is practically required for every planet. Giving them a lower overall tactical slot count would make that worse. I guess it depend
Unless you changed it in .9A without documenting it, Vasari bomber squadrons have only one bomber.
Yeah, the Advent's 'refinery' is really just a bonus to the resource extraction rate in its system, so its not actually generating anything by itself, as the real refineries do.
It doesn't actually create refinery ships, but asteroids in the system get the listed bonus. It stacks, too.
If you mouse over an asteroid, it will show "Refinery Quota: x/3", with x being the number of refineries within one jump of that system. 3 is optimal, with diminishing returns after that.
It does go from star to star, it just seems to be very slow. I have no idea if it spreads through phase gates, but I doubt it does.
In my experience, culture bonuses are shared somehow. As the Advent with an Advent ally, I receive the mitigation bonus in both my system and my ally's system. Since we were both advent, I'm not sure if you get your bonus or your allies' bonus in allied culture.
Send in 3 (lvl 6+)Revelation battle cruisers and use Provoke hysteria on the base. It doesn't matter if they die because you can just replace them with the Progenitor's resurrection. After that, they'll no longer reinforce so you can wear them down with hit and run attacks.