[quote who="Ryugi" reply="1027" id="2368835"]That kinda defeats the purpose of clones, then. Any smart player will just look around to find the real ship and attack it. The Negh'var actually calls in ships that attack, even if they're small ships, they can still do damage. If you're going to add the counter ability to the Nebula, it should actually have them do some damage. Either that, or find something else that works. EDIT: Th
G-ADM_Prawn
[quote who="Frobond" reply="1000" id="2367625"]so i just had a omg moment. playing vrs one unfair ai on a custom map i made. anyhow its gething later in the game i decided to wate till i was neer full reserch to atack....aprantly that was a bad idea.i warp to the first planet they have. well let just say all my ships died at once. on the warp in point there where quite a few mines and then a station right behind them.....dident realise ai where that smart... anywho yeah so i lost like 1500 su
[quote who="psychoak" reply="988" id="2367101"]Note, ships have the same armor type as their damage classifications. The Vorcha is both Vheavy armor type and anti-Vheavy weapons. A medium armor ship with anti-medium weapons, the Excelsior for instance, does 75% damage, while taking 50%. This means that Excelsiors are a 72 damage ship, while Vorcha's are only 82.5. The two lighter cruisers on the other hand are heavy and anti-heavy, so both ships do 50% damage to each o
[quote who="Ryugi" reply="980" id="2366867"]Personally, I'd rather have a mixed fleet of ships than a single ship dominating the battlefield. That is why I usually mix B'rels, K'vorts, Vor'chas, and Cap ships together to for my fleet. I'm all for the Akira having a small force of fighters though, as well as being able to attack for itself, as long as that doesn't break the game in any way. I think that would make up for the super high supply. However, its so strong in
P.S. - I just noticed Darkshimmer's response. If Akrias are going to stay up at 48 supply, building them will remain noob territory (Intrepids/Steamrunners will own the equivalent Akira fleet on the basis of supply). Despite everyone's insistance that you have to think more about tactics in this mod (like firing arcs and torps vs. phasers), damage per second versus HP/SP (plus regen) and supply points still trumps in the long run (the casino never loses long-term). The only
[quote]Reply #949 Ryugi * * Member No.3,054,861 * Karma0 September 9, 2009 04:34:53 Why do you need to look for a spammable ship? The Akiras might be heavy on the supply now, but you don't need a ship spam to win battles. If all you did was rely on spam tactics to win the game in the first place, that seems a little sad in my honest opinion.[/quote] Spamming is not necessarily due to a lack of tactical thinking. In fact, for m
Hmm, having played both factions for a game or two, I've got the following: FRAKING AWESOME. Period. Okay, so it was awesome. To be precise: Klinks are VERY well balanced. The Call-To-Arms ability was very nice to see for the Neg'Vars - a ship that's otherwise well-balanced
[quote]I get a minibump when i start the game [/quote] Is that like being "a little bit pregnant"??? [e digicons]:P[/e] P.S. - managed to get it at the site where micael hosted it, http://www.filefactory.com/file/ah698c7/n/SoA03E101_zip However, it still minidumped on trying to load the mod, and I made sure to put in the klink ship mesh file. P.P.S - sh#
Tried both sites... both busted. Come on, guys, apparently you don't actually want me to stop spamming Defiants and Akiras that badly if you won't host the patch... [e digicons]O:)[/e]
[quote]September 6, 2009 19:16:59 Zomfg was that all just Akiras !?!?! I mean, I saw one Galaxy class, one Defiant and a couple Sovies in the photobucket, but the rest was Akiras!?!?!?!? That was overkill man![/quote] As Ryugi/Capt Kazamarv noted, I had just a small part of that fleet (i.e., 2 Galaxy Class, 14 Defiants, and a little over 50 Akiras). If you look at the bottom of the screen at the mini-icons on the Empire Tree, look for the purple dots
I noticed another problem with the Klingon AI when I was playing with them as allies: It turns out (at least on the hardest setting) the suckers build five weapons research stations before they build any ships. Not sure why, because they still only built the simplest cap ship. If I had to guess, I would say it's tied into how the AI decides to build cap ships. The AI builds the cap ship factory first, then I'm guessing once it tries to build a cap ship it realizes
All you have to do is when you log in (and you're dumped in the lobby) just go to change/create channel, and type in a name for a new channel, and hit 'accept'. Your channel is created, and people can log onto it just like any other channel.
Hey, here's an idea - there keeps being a small problem of people being online, and missing the other players. Should the forum decide on a specific title for a channel name for people who want to play this mod, so that they can filter out the people playing the vanilla version? Something inocuous like "SoA2 Mod" or something to that effect? It just seems like there's a lot of people missing each other. P.S. - I only play under the name Grand Admiral Prawn (cheap s
Couldn't make the last multi-player game; anybody up for an ICO game this weekend? Note that here in the US, Monday's a holiday too, so that may help us out.
[quote]Reply #811 darkshimmer * * Member No.2,933,528 * Karma+42 September 4, 2009 19:33:08 there are only a handful of romulan ships that have 360 firing arcs, however they are primarily fwd shooters. Evn the Norexan class is primarily a fwd shooter, having only 2 disruptors facing aft, the rest are fwd. the Warbird as shown above actually has gone through 3 revisions. the last revision which came late in the dominion war gave it
Loki says: [quote]i dont know why you think the romulans all have 360 degree fireing arcs as they dont, they are practically forward hitters only! [/quote] Mostly due to the following pictures, and my experience in previous games. Note the small, circular emplacements in the following. In previous drawings and games I've played, these are disupter turrets. Maybe somebody has reason to believe they're not weapons, but that's what I've seen them used/described
[quote]At one point I decided to try and kill one. I researched ALL tech in all three branches, got max supply and max cap ships, then built a fleet of 16x Sovereign and 79x Akira.[/quote] Eh, that's a rough way to do it. An easier way to do it is to send in a fleet of 6-8 Defiants (about twice the damage of a Sovereign) and and ~25 Akiras. Don't mess with the enemy ships, just go straight for the starbase. Even if it's fully leveled up, it will only take a few passe
[quote]One way to balance the Klingons might be to increase their damage to make up for the lack of a 360 degree firing arc. Their first pass is going to really hurt ships, especially if you focus fire on the heavy hitters. Though, if I'm not mistaken, I think this is already in play...[/quote] There's a basic limitation of the Sins engine that the mod seems to be running into. By basing all ship movement on the fighter movement scheme (which is brilliant and wonderful), you a
Another possible fix for the Defiant spamming problem is to just increase the supply number to be on a par with a starship of comparable strength. This may sound like a cop-out, but it's really not. In modern navies today, heavily automated ships take just as many people (supply points) to keep repaired and operating as ships without such automation: it's just a question of whether the repair and support work is done by the crew or by the shipyard supporting the ship. For
Quoting Ryugi: [quote]Am I the only person who is really looking forward to the Romulans?[/quote] God I hope not. Ever since the first time the world got a look at the Romulan Warbird on TNG, I think everyone's wanted to command that. Simply put: it's way the hell more powerful and cooler looking than Fed ships, and that's saying a lot.
Okay, having played both the Fed and the Klingons with AI on the hardest setting, I have to say: awesome job on the AI - they do a much better job managing resources and strategy than on other mods I've seen, where they tend to get lost in research and build bad ships. On the other hand, the Feds still have an unmitigated advantage. I hate to nit-pick, but it's pretty clear that the Feds are overpowered compared to the Klingons in the existing release. I've tried eve
Okay, I'm willing to take it on faith that I'm being over-reliant on the damage numbers to make sense of the game, and I'll even buy AdmiralBane's call on spamming Excelsiors (I haven't been able to make an online game yet, so I'm stuck playing the AI for the time being). So what, praytell, is the big selling point of the Klingons? Aside from the top Cap Ship (which does a lot more damage and has more SP/HP than any fed ship for the same support as a Soverign Class) and the B'Re
Yes, that was the point I was trying to make. The B'rel, a teeny ship crewed by a dozen men, outguns every Federation Starship shy of a Nebula or Galaxy class starship. That makes no sense.
Good work, guys! A couple of observations: I see you made all of the weapons/defense research up stats by ~10-20 percent. When you have this for weapons and defense, the ships tend to get exponentially more powerful (seen this a lot in other mods), which is a little unfair to the smaller ships and makes using them pointless (was 1701-D really 20X the ship 1701 was? 10X the worth of an Excelsior?). It also tends to make the game a race to build weapons
Yeah, I would tend to agree that the SSD is a bit tough, but if it weren't then the game wouldn't be remotely realistic - besides, the Alliance get a huge bonus as their smaller ships are much better than the Empires. BTW, EJ, I've added some new files and fixes on Mantis. I haven't seen you check it out lately, but I figured out why the Alliance is always crashing if you didn't fix that already, and I made the local militias a lot tougher. See the following threads: