Yeah, I got it back to 1.12 with a secondary version of 1.05 for Danman's mod. Anyways, ready to fight. Pretty much any time from now until... 4 and a half hours from now is good for me.
scratch151
Allright. Got the mod up and running. On ICO right now. You hosting?
Well I just realized that apparently Vista wants to be problematic about uninstalling entrenchment. I'll post when I can get back to vanilla 1.12.
Anyone up for a game? * Looks at Shadow * (Monday) Ten to one you'll win, but I'm gonna try.
How to Give a Cat a Pill 1. Pick up cat and cradle it in the crook of your left arm as if holding a baby. Position right forefinger and thumb on either side of cat's mouth and gently apply pressure to cheeks while holding pill in right hand. As cat opens mouth, pop pill into mouth. Allow cat to close mouth and swallow. 2. Retrieve pill from floor and cat from behind sofa. Cradle cat in l
I think ToJKa just had a nervous breakdown... Anyways, I just lost... Let's see... 6 hours of sleep a night, times... 12 days... I just lost 72 hours of sleep. Time to bring out the mountain dew.
Well. I think that I'm going to lose many hours of sleep to the new beta... Many... Hours... ... It's worth it.
re-awakening a dead topic, but the empire (with the force) and the advent (with the unity) joining sides (referring to picture with Darth)? Scary. Telekinetic ownage, here I come. Edit: Sorry about the massive Avatar. just put itt up. Gonna fix it now.
Lol. Colorizationess all the way! Anyways, I see a Port, the two temples, a magma planet in the background... Mountain Dew. Lots of Mountain Dew... ... Crud, my cousin's been messing with my computer again.
Eh, I've got none. Might as well.
Although... With the expansion, it might be possible to give strike craft abilities. You guys remember the whole "What if they were just tiny frigates" thing? MAybe if we copy over some of the coding for starbases that allaows for them to make frigates, we could treat strikecraft as frigates, give them abilities, and oh dear I've gone crosseyed.
Or, as I changed the Advent to... scuttleTime 1.000000 fighterConstructionTime 0.500000 decayWithoutOwnerRate 0.000000 Hehe... Epic spawn.
Love the fact that the Atlantians are named after the Egytpian gods. Finally I see someone else who knows diddly-squat (Didn't want to swear, got a bet with my cousin about who can go without swearing longest. Winner gets a twelve pack of mountain dew. Sorry, back to the point.) about mythology.
Hmm... Think I've got the buff for the interdictor sorted out. Haven't tested it, had some problems with game in the last couple of hours. :( Anyways, I basically took the range and filter from the black hole, filtered out some of the unwanted stuff, pasted it in what I think is the right spot for it inside the ion blast buff, changed it to only disable phase jump, and bossted it so that it'll disable every enemy ship in the gravity well. Just tell me where to post it if you wa
For the infinite thing, just give it a 1 second duration, 0.5 second cooldown, and 0 antimatter cost. Then, just put it on autocast, and there, you're done. ... I think...
Got an idea. Again. I know, getting a bit annoying, but sorry... For the interdictor, why not give it something like the ion shot, strip off everything but disabling phase jumps, then give it an appropriate area of effect? Oh, and, uh, if you guys just want me to shut up, just let me know.
Hmm.... Got an Idea for balancing the capital ships. Well, not really balancing, just putting a limit on how powerful they are. You know how many ships pirate planets have on them in this mod, even without gaining any from raids? Make a titan about as powerful as 1.5 to maybe 2 times that many ships.
Hmm... What's the ship that has a semi-interdictor ability... I think it's a vasari ship, maybe advent. Anyways, for the Imperial interdictor, why not change the amount that it slows the ships jump charge to something massive, then just copy it over and rename it? Might not work, but I think it's worth a try. Great mod by the way.
[quote]Has anybody suggested the idea of a mobile construction/factory ship? A gigantic ship (1-2 times the size of a kol), taking up 2-3 cap points, having a 4000 health and around 2-3000 shields. You could move it anywhere, and it will build frigates (and possibly carriers). This would allow large spread out fleets to rebuild immediately after a defeat, rather than return to the production planet, which can sometimes be a galaxy away. It'd be slow and costly of course, for balance; but I do th
Wait... you're putting in something like a Supermac? ... I'm switching to that team.
Umm... What happened to this topic? It's not on the board... no-one's posted in 9 days... Am I the only one here?
Hmm.... I would have to say the carrier. Probably my favourite cap ship in the game, simply for the reason that it has anima that can take apart capital ships, enough weapons to destroy any frigate and most cruisers, and the ability to clone your forces is just awesome. Although... I do love the evacuator's drain planet ability.
RA. Definitely. Seeing the reaction of your opponents when you go from 50 ships to 300 in a few minutes is classic...
Sorry for the double post, hit the wrong button...
Uh... There is actually a way to increase your fleet size. It's either for the Vasari or Advent, but one can research an upgrade outside of fleet logistics that increases your ship cap by 8% (or more... can't remember if it has multiple levels).