The Shield mitigation cap for most ships (of all races) is 57% without upgrades, so the advent didn't even have any of their mitigation bonuses researched. If one of your ships starts taking alot of fire, it will also go to 57%. Advent with all shield and culture researches can cap at 67%, and they are the only ones that get a mitigation bonus. As to why the advent owned you so badly, it was probably do to their cap ship abilities or their fleet composition was better poised to destroy yours.
GoaFan77
^If you're talking about the WWII era battleship, it was completed... [e digicons] Banned for being polar.
Banned for having green eyes
Has any new information been released about this game, especially those related to a random skirmish/customizable forces mode? I'll probably get it even without it but I hope they listen to the criticism that the lack of it was the games weakest point...
^I believe its a problem with the sins engine actually. When extremely zoomed in to ships, the game adds light effects depending on the sky box, its position to the star etc. This is hard to do with mod ships, but if you change your camera angle you will see it to a degree. I assume this is why they look very dack when fully zoomed in...
Banned for not understanding why he was banned the first time! A sith lord would A: have force choked me for banning him/her or B: would be to busy with galatic domination to ban people. Unless banning leads to increased powers with the dark side of the force... [e digicons]*_*[/e]
Banned for being a sith lord who spends his time banning people.
Banned for not banning Darth [e digicons]8O[/e]
@doombringer: banned for wanting the space/time continuum to colapse. And for having no Avatar for us to make fun of.
[quote who="MegaHammerz" reply="10" id="2128065"]There must be something im missing here. When I go to your download there is no version 1.3 There is a "full" version 1.2 then a patch upgrading from version 1.2/1.3 to 1.4 When I install the 1.2 it shows in-game as 1.11 ? and if I overwrite the folder with the 1.4 patch I auto-minidump before ever going into the game 100% of the time. I run with vanilla sins 1.16 and entrench 1.2 so whats missing here?[/quote]<
I started a new game today to test 1.13, and I've confirmed that the repair bay issue and the turrent problem. Repair bay seems to have the same problem as the Novalith (I haven't reconfirmed this, but it wasn't in the change log, so I assume it is still non-functional) where you could research the tech yet still have it say you need one point in the required research. Sense it makes little sense to have both the repair bay and the repair ability require the same tech, just removing the requi
[quote who="JasonFJ" reply="14" id="2126005"] - TEC voices are used... the only other choice is Vasari voices... would the be more "Empire like"? - Goa thanks for the tip on Galaxyscen def, I kept forgetting to research how to do that I'll update once I've done so checking. Thanks again.[/quote] 1. No, I think the TEC voices are fine for now. I'd say see if you can rip voices from a game like Empire at war, X-wing/tie fighter etc, or som
Actually Vunda, Quick start does give you the upgraded homeworld. Its just you don't get the extractors and the factories, so I'm guessing their is no group for the Empire in the GalaxySenarioDef file yet. Also, first 1.2 glitch; I liked that you no longer need superior repair bots for Enforcers, but for some reason the Imperial repair bay structure now does nothing (I'm assuming this is related). No repair ability at all. Also, doubled checked that the researchable fri
[quote who="JasonFJ" reply="6" id="2120039"] 2) It's 3 times the effectiveness/cost/supply. Think of it this way: instead of having 12 light frigates, you'd have 4 Corelellion Corvettes. It does have counter antimatter ability (or at least it shoud - let me check that!) [/quote] I haven't tried the 1.2 version yet (and I didn't see this in the change log on the forum), but I realized that ALL researchable frigate abilities do not work (O
Don't forget Illums are the only LRMs with a defensive ability, in theory requiring the opposing force to do twice as much damage to destroy all of them and their copies.
[quote who="JasonFJ" reply="6" id="2120039"]Hi Stellarhole... you need to install the hotfix 2 as well. Hi Goa, Some replies to your feedback 1) It's only a balancing of the Empire with the existing races. In some cases it will reduce fleet sizes by giving one ship the effective stats (and cost) of 2 or 3. For example, a Corellion Corvette is 3 times the effectiveness/cost as a conventional light frigate. Imperial and Imperator-class star des
[quote who="Emperor_Seth" reply="22" id="2120788"] Quoting GeneralEtrius, reply 20No one knows where this came from, but my guess is that it's coming from Eastern Europe, where a lot of viruses come from. The Storm worm is believe to have come from Russia. If it comes from Eastern Europe than that means the people responsible for Conficker are possibly Neo-Soviet Terrorist. So if Conficker C will make infected computers under the control of the people controlling it, than that
[quote who="starkers" reply="7" id="2120427"] Failing that, arm the world's servers with firewalls that send the worms enmesse back to the point of origin, thus overloading the computer and the resulting blast blows their nuts off anyhow. [/quote] Impossible, the point of origin has so far been untraceable. The guy took one hell of a detour, sent it through thousands of computers before having one upload it. Unlikely they'll sort it out before April 1st
I was meaning to ask Jason, what are you responsible for in this mod? I know the other star wars mod does most of the graphics, but do you do anything but balancing the factions? As for balancing issues, some suggestions. 1. Why does the Nebuleon B2 have the same supply as the standard TEC anti-fighter? I was pleased with this as it gave me a spamable frigate, but really, the fact that it has a anti fighter attack and a anti frigate attack,
Haha, I noticed this typo as well, and fixed it acordingly on my mods with it. But I guess thats pointless for the rest of the sins community, good thinking Dashotosho.
[quote who="sirphoenix" reply="19" id="2113273"]the round is still open and i just voted for IC. funny thing is i never even heard of Konami or of one of their games and i startet playing PC games back in 1992 [/quote] Have you been meditating in a temple with a computer, waiting for the game of destiny to appear before you for all of these years, and it happened to be sins? [e digicons]o_O[/e] I voted for IC, but come on, how do you not even HEAR of Konami
You mean phase stabalizers? If so, it shouldn't be too hard, though I'm not sure exactly how many and which files you need to change.
[quote who="ShadowMastiff2468" reply="11" id="2112843"]NO NO NO! Its not the embargo skill in itself!!! ITS THE RED LITTLE LINE THAT SAYS CONSTRAINTS!!!!!! Adding that line will make sure that it only targets trade ships AND REFINERY SHIPS![/quote] I know, but it sounded like JJBuck thought I was trying to mod embargo. But its good to know refinery ships are targeted also, I think I can make it work. Thanks for everything. [e digicons]|-)[/e]
^I knew this game could read my mind (and emotions)! [e digicons]8C[/e] [quote who="JJBuck2" reply="5" id="2110583"] Go shadow, wouldve posted it myself but dammit all I accidentally deleted my Forge Tools GameInfo folder and the updated Entrenchment one is all Binary or whatever . Anyway, the point to this post is to tell you to be careful with modding the Embargo ability, Ive been having a lot of trouble with it, must be overlooking something. Good luck and post
Thanks guys, I'll try to apply some of this advice tomorrow and see how it works. I hope someone besides Uzi is an expert with planets...