I agree the changes are pretty bad, mostly senseless. However, larger ships should be more efficient, especially when it comes to siege stuff. I mean, if you waste a capital ship on planetbusting it should be more effective than some lame frigates for the same money. That is just economy of scale. I can't imagine wasting a cap ship slot ont hat, though. The ease that planets go down to siege frigates is a problem, though, especially in single player where it's just a huge annoyance to have your
misterunderhill
Most of these make sense, and really mostly they are common sense. Especially with the capital ships. Getting a free one is pretty strange to me. With the armor types it is sort of annoying and very artificial. You can already make it so big guns can't target fighters, that's most of what's needed. Only light weapons should be able to target them in the first place. Unfortunately there's no way to limit bombers to only attacking large or static structures. Siege frigates are ju
The biggest advantage of event aking planets early on is to get their crystal. Unless you already have the resources to upgrade their population and build extractors it's silly to take them at all in the early game. I think it's a mistake to get the free capital ship like that. If anything, you should get a free colony ship, a couple scouts, and some functioning extractors instead. Then you would think twice about making moves like the home planet upgrade because you might get
Well, cosidering how badly balanced it is now, and that it took me just a couple hours to make things about ten times better, like I said I won't hold my breath. It's just annoying to see so many things that defy basic common sense and also standards in pretty much every space game I've played. Thankfully the game is easy to mod, or I would not bother with it.
Well, another thing is why do we need to even build this stuff? Almost every 4x game starts you off with a couple scouts and a colony ship. Also, if you have no crystal mines, where'd you get all that starting crystal in the first place? If anything's broken, it's that you start with none of this stuff but you DO get a free cap ship once you build the (not free) capital ship factory. If you are aggressive enough with it you can force an endgame in a matter of minutes. But, I disagree it
Well, I made a rebalance mod. The problem is all frigrates have too many hitpoints. I reduced them dramatically so they are still useful but much more frgaile. Did a lot of other rebalancing to, but no one seemed to even try my mod. If you're waiting for the devs to balance things don't hold your breath - I just do not think theya re capable.
Heroin, the final frontier.
The pirates are cruncy yummy exp points for your cap ships. The only time to bid them up is when you want to atatck or defend against your neighbor.
I am usually not so much into IP mods, but I agree on this one. I keep thinking of the TCS Tiger's Claw when I see some of the carriers. A mod that toned down all the cap ships but carriers and had tons of killrathi fighters would be awesome.
Has anyone figured out how to do this yet? I can't see any way and searching yielded no mention of it....
So the idea was to do a couple things. First, make it so that turrets were worthwhile. Make it so that scouting is not so easy and automatic. Make is so that frigate spam is not so appealing. Make planets last more than two seconds against bombardment. Make is to that the difference in power between frigates and cruisers is substantial, and likewise between cruisers and capital ships. Make carriers more powerful. Make the economy less retarded. Make it so every damn battle doesn't take h
[quote]Why are people complaining that 30 siege frigates kill a planet too fast? It is THRITY siege frigates. Thats a ton. I'd be yelling "broken game dynamics" if 30 siege frigates did NOT kill a planet in minutes.As peskyfly said, 30 siege frigates is 360 fleet points.In terms of capital ships, that is 7 capital ships. The siege spammer's fleet (besides siege frigates) should be non-existent. There is no "broken game dynamics" here. Siege frigates are made to take out p
I made a mod last night and changed things a bit and it seems to help dramatically. What I did was lower bombardment for everything but captital ships by 4/5ths, lower frigate hitpoints so that scouts only have about 75 hitpoints and others are 150-400. Then I made the range of turrets about three times as much. It seems to make a DRAMATIC difference. Only took me like an hour. Maybe I will upload it. I also changed economy a bit and money is too easy now, but I wil tweak it m
[quote]I really think you ought to try the mod before you pass judgement. The buffed defense platforms and hangers dramatically improve your ability to defend your planets, particularly against nuke rushes. The cost may have gone up, but since the overall tactical slot limit hasn't increased, the total defensive power of any given planet is tripled.The only ships that were buffed were the capital ships, with 3x the HP and damage across the board. The frigates were actually made cheaper, with no
It sounded like a great idea but I have to wonder. Why make platforms do more damage if they're just going to be way more expensive? It's pointless. It seems that basically it should be called a more of everything mod and there's hardly ever any scarcity. I'd like to see it so that ships like the light frigates get taken down by just one shot from a capital ship. Instead of buffing everything and making it more expensive, why not just buff the capital ship main weapons and cut way back
Maybe I should have said complaints? I am not sure. It basically comes down to this - you go on for x amount of time and you have a fleet that should be able to dominate the galaxy and more planets than anyone else. Then suddenly you get hit by 80 ships. No problem, except instead of fighting you, they run right past you to bomb your planets into oblivion and then repeat the process for the next planet. Even though you have maxed out planetary defenses they make no difference