Steal anti-matter makes the disciples even more effective against enemy light carriers than the other light frigates. With a little micro you can get SC superiority easily as the enemy can't replenish theirs as much.
stein220
[quote who="GoaFan77" reply="5" id="3198853"] Quoting stein220, reply 3I wonder if they could make neutral planets able to be "overthrown" by TR culture, even if they can't attack or bomb the planet. This could simulate the neutrals becoming so friendly with the TEC Rebels that they voluntarily join their empire. This might require other changes since IIRC, neutral worlds can't be overthrown by anyone's culture now. Also, balance of TAR would have to be taken into
[quote who="GoaFan77" reply="2" id="3198531"] You can in the map designer. However it actually doesn't help with truce amongst rogues, its actually bad since you'll become allies and you can NEVER colonize that planet after you research it. [/quote] I wonder if they could make neutral planets able to be "overthrown" by TR culture, even if they can't attack or bomb the planet. This could simulate the neutrals becoming so friendly with the TEC Reb
How did people deal with illuminators in diplomacy after the bug was fixed (and then after the damage buff)?
I think Confluence, Acclimitzation, and Global Unity are supposed to be their good macro techs to set them apart from the Advent Rebels in particular. Are these lacking and if so, how?
Siphon anti-matter from any target (including caps, starbases, and titans) and redistribute to any ships that contributed to the beam, provided they use anti-matter. Like a disciple on steroids.
[quote who="Exterminator451" reply="116" id="3196099"]Reverie does not need a 10% duration buff. It's borderline-overpowered as is, easily edging out all the other disable abilities in usefulness.[/quote] I think Zombie was suggesting using Guidance to buff other abilities, not just buffing Reverie directly. So the potential overpowered-ness (I was going to say OP-ness, which isn't right) would actually result from a combo of 2 abilities.
While the deliverance engine in it's current form may not be completely useless, you have to compare it to the competition. It seems best used in concert with an invasion force on border worlds to get Advent culture buffs. You can't use it to just kill planets like the novalith or attack with your fleet anywhere like the Kostura. You can't use it to force your enemy to throw up starbases at important planets behind the lines, either for the an
[quote who="SpardaSon21" reply="3" id="3195300"]Are you sure you put that file in Entity.manifest? A missing reference in that file is what usually causes Entity Ref not found errors. EDIT: Did you update the entity count at the top?[/quote] Sparda, you were correct. I knew I was missing something simple like that. Thanks to you both, that was a big help.
As a matter of fact I did not edit the entity count. I'll do that when I get back home later tonight and report back.
I had one research position error that I fixed. However, (after fixing some other things), it's not seeing one of the entities: Entity Ref not found: PLANETMODULE_PSIORBITALCULTURECENTER_LOYALIST Which is strange because: 1. the file exists and is listed in both the manifest and player entity file. 2. this file is used in the mod version that works. I verified the spelling and the new AL entity files are mentioned at the bottom of the manife
I was able to make the temple of communion require just 1 lab for Loyalists only, but I had to remove the research dependency from the first spread rate research subject. When I try to implement it the "right" way, it crashes. I posted a question in the modding forum if any experienced modders are interested in helping a modding noob. https://forums.sinsofasolarempire.com/428556
I was able to successfully move the Advent culture center research to Tier 0 (1 lab required) for Advent Loyalists ONLY, by removing it as a pre-requisite for the first Advent culture spread rate research. I did this by creating loyalist-only versions of the culture center module and culture center research entities so the module could be dependent on the research. The advent rebels still had the research in tier 1 (2 labs) but the dependency was also removed from the first cult
Separate but relevant question: Does anyone thing Global Unity is so useful to warrant, what, 5 labs?
Vespa is an Italian motor scooter, Italian for "wasp", and a Druish Princess of Druidia.
[quote who="Volt_Cruelerz" reply="25" id="3194474"]Let's say we moved Temple of Communion down to T1 for the AL and in its place in T2, give them a 5%/10% allegiance buff. Then make Fury of the Unity add some mitigation in culture lets say. That combined with some balance changes to abilities on capitals (Animosity, Guidance, Clairvoyance, etc) I think would make the AL much better off and on equal footing with the others.[/quote] I'd be open to that for the main r
[quote who="Brazilian_Joe" reply="159" id="3194673"] 1. Add bobble-head to windshield [/quote] Maybe one bobble head of each Sins race per level and a hula dancer as it's ultimate?
[quote who="JuleTron" reply="13" id="3194348"]Wow Assimilated Populace is even worse than I imagined. The whole point of Repossession is that in captures a world without bombing, so this ability should capture planets with all health, population and planetary upgrades intact. The simplest way to make Advent more competitive with the other factions would be to strengthen their economy. If AL got eco bonuses instead of useless damage ones, they would be in far better
[quote who="CoronalFire" reply="106" id="3194255"] What about microing the ability? I mean for the player who is fighting the Revelation, it makes since to focus fire the buffed combat frigate. Replicate Forces, Siege, and Missile Battery doesn't have quite the same problem since a player knows they will be destroyed in a minute or two anyways, while this buffs something already in existence. I'm not against this, just pointing it out.[/quote] Vengeance?
I haven't tried this just yet, but if it needs to scale better, you could make the cooldown decrease with each level and the duration increase so a Revelation could buff mutliple ships at once. I may play with Volt and Bilun's numbers later to see if it can get a bunch of ships going.
looking forward to checking this out.
Nice stigmata for Wail of the Sacrifice
[quote who="bilun" reply="88" id="3193459"] Guidance: Target single Allied Frigate or Squadron of Strikecraft Deals 80/120/160/200% increase damage, has it's abilities cooldown 100% faster, and gains +4/6/8/10 armor for 30 seconds [/quote] I'm assuming this would include planet bombing damage of purge vessels? I only ask because that would also help with the Revelation's early game bombing.
Yes, if you need troll, create a separate thread called "What does the troll need to dish out more scorn?"
For the record, it was the brown dust-cloud looking one that I was referring to. However, I loaded up Sins real quick and that just happened to be the one that came up on the menu screen and loaded automatically on a quick game. I guess I hadn't really noticed it before because I've mostly been looking at the maps "top down" and haven't rotated the camera much lately and I was expecting that skybox to be more brown all around. The skybox is mostly black except