MINE777

MINE777

Joined Member # 3177605
3 Posts 31 Replies 681 Reputation

I just returned to modding after taking a break (and breaking my machine) and I can confirm that ConvertData_Entrenchment included with ForgeTools does not work on various entities (such as ships and planets) using 1.03 Entrenchment data. It always creates a standard "has encountered a problem and needs to close." error on these files. Bugger.

7 Replies 25,637 Views

Actually, this is one of the most honest responces I've heard as to why a game wouldn't be released on a particular platform. I've played many games one console or PC which, when played, quite obviously feel like they were developed for the other platform. It gives a game an unsatisfying and unfinished feel when you play it. True, some games may be successfully released on both, but [B]not all games[/B]. The other provided reason is equally valid. They don't want to do anything that

31 Replies 101,261 Views

[quote]I that is true, they would have no choice now but to show themselves, or risk their intentions being exposed.[/quote] Thusly enters the expansion, which is promised to have a single player campaign. Of course, I could always be wrong...

69 Replies 101,192 Views

Another point: The Vasari believe they are being chased, but what if they are being...followed? Perhaps whatever the Vasari are fleeing from is actually driving them forward. Intentionally staying one or two steps behind, using the Vasari (unbeknownst to them) to uncover new worlds for...conquest? assimilation? consumption? It would explain why this force (or whatever) is expanding faster than anything the Vasari have ever encountered, and yet they are able to stay

69 Replies 101,192 Views

The intro movie implies that some sort of Vasari propulsion experiment is involved. Perhaps they opened a phase lane to some other place, and accidentally drew the attention of some greater power. This power is now following them, consuming all worlds in its path. The manual also indicates that the one warship that made contact with whatever is following the Vasari and survived to return had not only sustained serious damage, but also had its crew driven mad with fear. <br

69 Replies 101,192 Views

[quote]...Also, I think you're right about the side beams, but I remember somewhere I saw 60% front and 20% for the sides, but I could easily be mistaken. Either way, front does more than the sides...[/quote] From the GameInfo files: [B]Javelis LRM:[/B] [I]Damage:[/I]Physical/AntiMedium Front: 71.5 [I]Cooldown:[/I] 6.5 [B]Illuminator:[/B] [I]Damage:[/I]Beam/AntiMedium Front: 58.5 Left: 30.33333 Right: 30.33333 [I

74 Replies 201,889 Views

Graphics don't really seem to be what bogs me down. I can pause the game in any number of situations, and it becomes baby bottom smooth. Observations show that slowdown starts on larger maps, with large quantities of units present, but not nessesarily present on screen. My instinct tells me that it is actually something in the pathfinding that is slowing things down at this point. I can play other games, with far MORE complex graphics, with zero slowdown. As for the OP, your slow lo

3 Replies 8,854 Views

Okay, right off the bat, I don't want this to be a whiney "oh, I'm spammed by ships, oh I can only with with spam" post. Lets first face it: spam exists, and it has a valid place in in the game. One thing I'm noticing is that people generally seem to feel it is the only really viable tactic. Find a cheap ship that does well, and spam the crap out of it. This got me to thinking: other games have spam as a valid tactic/strategy, but don't s

8 Replies 21,654 Views

Well the results of our experiment are as follows: Replaced the Heavy Fighters ability with one that augments damage, accuracy, and dodge of all friendly fighters in a gravity well. (Damage: 10%/20%/30%, Accuracy: 10%/15%/20%, Dodge: 5%/10%/15%) The Sova Carrier, as a single unit, actually becomes less effective. The lack of extra armor on its fighters definatly weakens it, and the addition of dodge isn't quite enough to offset the loss of armor against AA frigates.<br/

7 Replies 5,928 Views

I would have to agree that the units in general, and the long range units in specific, are not specialized enough. I don't think there is enough space in orbit of planets to place much terrain without over-crowding it. I think the best avenue at this point is. as you said, to specialize the units more; to give them effective counters and in turn make them counters of other specific instances. That would go some way to reducing the usefulness of single unit fleets. Ano

22 Replies 30,462 Views

Heavy fighters increases the attributes of the Sova's fighters...ONLY. The other carriers' squadrons (usually 20+ in a good sized fleet, especially if built by the AI) don't get any bonus from this ability at all. So, 6 out of 26 squadrons are boosted...ohhh...ahhh... If you bring a single frigate of ANY type up against ANY one cap ship, that frigate better lose. Anyways, I've whipped up an ability along these lines. Gonna test it out some, and see how it works.

7 Replies 5,928 Views

I think that second dedicated warship should be the Sova Carrier, but I find it to be the weakest of the three capship carriers. Yeah, Vasari get both their resource havesting boosts in one research path, rather than two, and also have access to Refineries and Trade Ports. They give the TEC a run for their money in resource generation even in the late game.

14 Replies 9,063 Views

The ability Heavy Fighters on the Sova Carrier doesn't seem that great. I was considering replacing it with an ability that increases damage dealt, increases chance to hit, reduces chance to be hit, and applies to all friendly fighters in a radius. Call it something like "Expert Fighter Command" or something. Thoughts?

7 Replies 5,928 Views

I always play humans in StarCraft. I like the other races, but...I just have to follow my heart, and my heart calls out for GUNS!

14 Replies 9,063 Views

[B][U]Advent:[/U][/B] [B]Bomber:[/B] Damage: 34.41/AntiVeryHeavy Hull: 75/0.15 restore Armor: Light/1 Number per Squadron: 7 (Upgradable to 10 on Halcyon and Platform) Time to Build: 18 [B]Fighter:[/B] Damage: 16/AntiLight Hull: 40/0.15 restore Armor: VeryLight/1 Number per Squadron: 9 (Upgradable to 12 on Halcyon and Platform) Time to Build: 16 [B]Platform:[/B] Credits: 950 Metal: 200 Crystal: 110 Sq

15 Replies 16,382 Views

It would be interesting, though I'm unsure if you could make it play like B5. In that universe, ships take huge damage from a single hit, and so use countermeasures of one type or another to prevent the hit in the first place. This game is based more on ships taking a huge number of hits.

4 Replies 2,292 Views