I couldn't find it in the change notes, but I think the replicators antimatter regeneration has been completely negated, except for the converting ability. At least with combat ships, the antimatter regen is nonexistent. With my scout ships, they have normal regen. I guess my question is whether or not that's intentional. Also, the Replicators' starbase is supposed to be the only one that CAN move, but currently (R2) it is the only one that DOESN'T
Vengeance64
Perhaps a much longer cooldown? Or a time limit on the lifespan of a replicated ship (if that's even possible.)
I was playing R2. I was just alluding to replicators being like hydras. However, during each battle my number of ships ALWAYS increased.
Overpowered? Really? If any of the races is OP'd, I'd say it's the Replicators. Once I had 2 cap ships and 5 missile frigates, that was all the fleet I needed as I had replicate forces on autocast. My fleet never went down in size -- if one ship was destroyed, two took it's place. Anyway, thanks for your response. I still love the mod and look forward to any future releases.
First, let me just congratulate the entire mod team for making an absolutely beautiful mod. All the ships are textured, and look very unique. My ONLY problem with this mod is that the Trade Alliance absolutely SUCK. I played a game as the Replicators, and dominated the entire game. I then decided that I wanted to play as the Trade Alliance, and I got annihilated consistently. My capital ships would just get destroyed one after the other. And I was playing against the same race, on the