bleachorange

bleachorange

Joined Member # 3287320
1 Posts 10 Replies 173 Reputation

[quote who="Volt_Cruelerz" reply="2" id="3193302"]Wait.. What? Weapons can be used against any target unless limited by the bool for siege frigates. The only way to make a weapon only affect one type of enemy would be to put a passive on that target ship and have the attacker not have a weapon but instead have an ability which would apply a buff to the target which would in turn check for the buff from the passive on the target and if found, apply a buff that would perf

5 Replies 9,365 Views

I have a faction in which I have unlockable fighters with upgraded weapons damage, but it's unbalanced for the sins races. however, I'm trying to add that damage to the 3 sins races in such a way that the AI would actually benefit, since I have no way of knowing if it will use a new type of strike craft with upgraded damage over the base types. since I don't really want to go digging into any AI stuff at all, I figured a selective weapons tech would work best.

5 Replies 9,365 Views

[quote who="SteelFin" reply="17" id="3191993"]Great mod for Diplomacy I can tell it is going to be even better for Rebellion with what I've seen so far in the beta. One suggestion I am going to throw out there. (I've been meaning to try this for my own mod). I like bombing planets into the stone age but as rebels, this seems out of place. Maybe you could change the bombing graphic to the colonize one and remove the planet explosions but still keep the damage modifier? This

19 Replies 16,655 Views

Hey, I'm trying to constrain weapon damage to one type of ship. Is this possible, or do I need to go the very long route of creating a new class of weapon just for one shiptype? Thought someone here might have tried this already and I don't have to go through trial and error to see if I can't get lucky.

5 Replies 9,365 Views

[quote who="GoaFan77" reply="16" id="3185954"] Quoting Paradizan, reply 15Would it be possible to fire such ability from various weapon-points or would it just fire from the center of the ship? I'm not entirely sure, ability hardpoints do have directions, but I'm not sure if abilities automatically pick one facing the direction of the target or not.[/quote] it depends on the ability, and how you want it to work. but I would suggest looking at the boarding part

18 Replies 51,551 Views

i have to say that with the amount of discussion about the pirates alone, there needs to be a change. Impurity's screenshot says it all. Ryat, go seek therapy with the nearest specialist. the pirates should not have frigates that are more powerful than capital ships, period. end of discussion.

33 Replies 71,974 Views

[quote who="dragoaskani" reply="28" id="2530554"] Quoting chuckomutt, reply 26 Please Stardock, don't make me turn off the Pirates just because you wanted to add to Diplomacy the ability to hire thugs. Look I'm not trying to be mean here. But you seriously must be very bad. The pirates in the game are still nothing but a predictable minor annoyance. Even with the latest diplomacy build. (1.055 I think it is) A starbas

99 Replies 283,096 Views

[quote who="Darvroth" reply="23" id="2530278"] The only defense I have found is use whatever resources it takes to ensure someone else is the target. Pirates needed a buff but the current flavor is just a bit much. In the current form a mid to late game pirate raid is more powerful than my largest fleet. Darvroth [/quote]i agree that the pirates are overpowered. look at the stats. 30 armor??? 3000 hp??? thats on the little frigates. they eat fully decked planetary defe

99 Replies 283,096 Views