I think that the idea is cool and all, with one exception. I kinda have a feeling that the "neutral is locked as long as it's within culture" is a little oped. If it was like "If within culture range, all neutral mines go to the Advent player; If a mine is then taken away by an enemy, it will swap back in 5(10?) minutes". That way you can pretty much control all neutrals with just culture BUT you can be harassed (like everyone else). The mines, if taken away from you, would change back to
N3rull
If they can't... I'm gonna laugh.
[quote who="Thoumsin" reply="7" id="3073977"]Seem that these PCGamer journalist don't know about Trinity who was a standalone expansion !!![/quote]Trinity wasn't a standalone expansion. It was a bundle - the vanilla game and two expansions, all in one. You could buy Entrenchment and Diplomacy and have all the features of Trinity.
Indeed, phase missiles bypass shield mitigation as well. And the Seleuceia's 10%->15% effective damage boost actually gets a lot stronger if you're targetting stuff that has higher shield mitigation (i.e. caps!). For a cap ship with 65% mitigation the bonus slaces to >18% effective damage increase. Another Maths post about it by meself: https://forums.sinsofasolarempire.com/32
[quote who="Yarlen" reply="26" id="3070794"]Yes, my bad on this during the interview. We have adjusted the balance on several of the capital ships to better fulfill their intended roles.[/quote]That's exactly the one thing that scared me during the interview. Good to see my fear was unfounded. IMO though, the problem of certain capital ships is not exactly in whether they can fulfill their role well, because most of them do. The problem of certain caps is the combination of t
Oh oh, someone got touchy. Seriously though, how did you expect anyone to understand the words "large universal" in " some large universal tactical structure"? Would you call a hangar a "large universal tactical structure" because it covers the whole gravwell? It obviously sounded as if you intended that thing to block phase node creation on more than one planet, most likely every planet that flies your colours, which was so retardedly absurd that the notion itself asked
[quote who="gamerlamb" reply="29" id="3058713"]I would love some large universal tactical structure that prevents phase node creation ie blocks Kostura Cannon secondary effect.[/quote]Well then, I would like a global tactical structure that severely nerfs TEC's production and economical capacity system-wide, and another that globally blocks enemy culture. Yes, they would make a perfect addition to the game >.>
[quote who="Yarlen" reply="8" id="3058264"]Fair point, but there are pictures of me online somewhere...[/quote]Using google graphics search doesn't back your claim though... Google -> Graphics tab -> Search for: Yarlen ;)
[quote who="Wrath89" reply="16" id="3055575"]Well that's extremely unfortunate. I would think that crowdsourcing software would be quite effective (for the software itself) even if it isn't profitable...[/quote] [quote who="GoaFan77" reply="17" id="3055576"]What exactly? I don't think coding someone else's product falls under copyright protection (and certainly not for the copyright holder of said product). A game isn't a language after all. And plenty o
[quote who="Wrath89" reply="14" id="3055564"]the modders would be able to make significant improvements to the way things are, and (hopefully) the developers would simply give an "OK" and then copy/paste the code to go into the official game.[/quote]Haven't heard of that happening - ever. There is some legal barrier stopping that from happening, I am afraid.
Indeed, Kol is just a super flak frigate and a damage sink. You could maybe use it as a sniper with GRG, but it drains AM a bit too fast and leaves Kol vulnerable.
My 2 cents: making something moddable = no problem. making something moddable and neglecting it altogether (Total War series AI by Creative Assembly anyone? Lines of AI riflemen not making a single shot, but instead charging with bayonets and getting shredded by your riflemen for NO reason whatsoever??) = problem. Not making something moddable and neglecting it = thanks, but no thanks.
[quote who="Bazkur" reply="8" id="3055420"]How do you do this? Change the leader I mean? The only way I have found is to disassemble the fleet and then reassemble it making sure the first ship I select is the one I want to be the leader.[/quote]Select fleet, tab to the thing you want to be the leader, click "create fleet". No need to disassemble the fleet.
wbino - this QA actually has more info in it than the previous one, which only had answers like "We're not going to do anything about it" or "We may consider doing something about it" or "We'll do something about it but we're tactically not going to tell you now *trollface* ". Oh and there was also this fascinating news about Titans being able to phase jump >.>
Banned because of double banning and having still 68 posts to get to 40k
Resettling would indeed be tedious, but starbases with Auxiliary Government (or equivalent) upgrade solve the issue. Proper culture spread solves the Deliverance engine problem... no, wait. Was there ever a problem here? Only the Kostura can be a little bit of a pain, but I think it gives the game a more dynamic spin to it.
As I said: Moving turrets? Awesome. Immobile, flat, non-pointed mysteriously-tagretted weapon? Fair enough. A barreled gun shooting sideways? GTFO.
[quote who="RiddleKing" reply="21" id="3037046"]Ability: Transfer all remaining power to hull-plating ( good old star trek to the rescue)? 5 anti-antimatter/ sec Increases caps weapon cool-down by 50% Reduce Strike craft number by 50% Boost hull regen by 50% Armor + 5 Duration: Antimatter dependent Cast: Manual (on and off) Immune to ability interrupt: [/quote]Not really a good idea.
[quote who="-Ue_Carbon" reply="16" id="3036246"] Quoting Wrath89, reply 7every time a PM upgrade is researched, an enemy capital ship will take about 15% more damage from Phase Missiles. Its more than 15%, in the range of 200%-400%. When a Phase missle bypasses shields it bypasses Shield Mitigation. [/quote]Nope. The single missile that passes the shield DOES ignore 65-75+ % of shield mitigation, which means that it deals 200%-400% damage as you say, BUT it's on
[quote who="Wrath89" reply="12" id="3036186"]Well, something needs to do a decent amount of damage against caps in the early-game.[/quote]In my opinion, Capital ships should be threatened by "fleets" in general. Not specific ship types, but just "a lot of shit with a lot of guns". And so a 30k credits worth of anything is a threat regardless of composition (early game; in late game, bombers and HCs would remain a solid threat). I would actually make LRFs LESS cost-efficient against caps than
Banned for baby discrimination. Banned I say! Or I tell mommy... PS. holy friggin' ... 1,5k pages... how much does this thread take on the mainframe's hard drive? A gigabyte???
Caps are the only ones that should be protected better. Solution: Each shield upgrade receives "+x% phase missile block on capital ships". Fixed. Advent are most screwed my PMs because they're so shield-heavy, but they also have the biggest number of shield upgrades so it will even up. Frankly, I have never understood why LRFs deal so much damage to caps. LRF damage vs caps should be nerfbatted over the head with a sequoia.
I'm sorry Frogboy, but you're exaggerating a little bit here. And probably misunderstanding what I had on my mind as well. First:[quote who="Frogboy" reply="48" id="3035084"]Missiles and beams come out of ships in ways that are almost completely disconnected from the graphics.[/quote]This is not true. I am yet to see a missile come out of a ship in a completely nonsense point. It is not half as bad, most if not all weapon animations start from something that can be identified
[quote who="Frogboy" reply="27" id="3029669"]One of the things people often forget is that in Sins, you're often dealing with thousands upon thousands of ships. That's why you won't see things like moving turrets . If this were a game with only a few dozen units that sort of thing makes sense. But the biggest appeal of Sins, IMO, is the scale of it. [/quote]I'm sorry to take the nay-sayers seat again, but I'm a little tired of this argument.
Hmm... rather underwhelming. Half of the answers either say something will not be changed or sounds interesting and MAY be looked into (which usually means "keep dreaming lol"), the other half say that something is going to be changed but nobody's willing to say what. Oh and a handful of answers stating what everybody knows (Titans can move, yay... omg wasn't that obvious? Come on, would they be making so much noise about giving each race their own clone of the orkulus?? Gimme a break