Glad to see that the best mod in Sins is still being improved. Thank you so much for your work.
archman
Heh, expanded research minimod with TEC can get ya 3 starbases per system. That's hawt.
Oh, the cybernetic planet is selectable in the map designer? Well... crud... how did I miss that.
I would like to create a starmap with tons of pirate trade stations (not the pirate bases, just the trade stations) and multiple of them cybernetic planet things, is there a planet or whatever type I can load up on to make this happen? This mod is the only way I play Sins anymore, by the way. Ha.
[quote who="Turchany" reply="651" id="3330166"] Quoting archman, reply 649 cap-ship heavy play style Do you know how capital ships work? Fewer the better. I can't really remember what changes are in this mod about capital ships, but I think even here capital ships are like in original game, they get better than smaller ships only at higher levels via their abilities, that is hard to reach when you have 13 of them. Try killing 5 heavy cruisers (almost same cost same
Hey there, love this mod. It's the only one I've played for months now. Looking forward to further work. One request for the ship supply doubling minimod. Is it possible to separate the cap ship supply from the general supply in separate mods? I really really love oodles of cap ships, makes it kinda majestic giving all the ships cool names and organizing em into Star Trek style squadrons. If I focus on cap ship supply in early game, it totally can change ship combat tactics. F
[quote who="TheRezonator" reply="9" id="2301722"]i played for a few hours last night, and no dumps what i did notice (though by no means did i test the game exhaustively) is that Ship priority in a fleet is all whacked up in an unmodded game, cap ships come first, with the fleet admiral ship (so the one you have selected when you press the form fleet button) being the first of those. In DS, it would appear that Light Carriers come first, then Offensi
I would love to play the Atlantians. Once they are balanced, anyway. They might be a great challenge if the AI is playing them, but it's lamely unfair when the player uses them against other races. Serious nerfing is quite necessary for the Sentry and both Capitols. It would be more appropriate to make the "extra folder" the one that keeps the Atlantians unbalanced, and make the default mod the one with the balanced units.
[quote]However, which version of my mod do you have? In 1.1, the Dreadnaught is much more balanced.Please let me know.DANMAN[/quote] I'm playing version 1.1 The Dreadnought ("Dreadnaught" is misspelled) is ridiculously overpowered. Blows away whole fleets singlehandedly. I sent a single one into a Pirate Base, and it never got its shields below half. Pirate cruisers last about 15 seconds, pirate frigates less than 10 seconds. Wow!!
I've been playing the Atlantians excessively this weekend, and HOLY CRAP the two capital ships totally own everything. It's like a slaughterfest, particularly for the Dreadnought (1 of these can take out a pirate fleet single-handed). Previous posters aren't kidding about balancing down these ships. I built a few Dreadnoughts and the AI fleets can't even get through the shields... it's wicked. A few suggestions, based on my gameplay. And leaving the ship costs alone. Those seem to be ok