[double post]
TheRezonator
[quote]How many mines could you stick on say, a desert planet?[/quote] the unmodded game lets you place 150 mines on all planets. Advent and Vasari can also place in UCGWs because of how they do it (they are ship deployed, whereas TEC build them in GW's they own with their construction frigates. However i know DiSt has modded it so Asteroids only have 100, and im sure giant planets have more than 150 slots, so long story short we can stick as many as we like or deem pe
i know that human tech for the stargate universe is somewhat boxy... but id give them a little more credit for aesthetic sense than that... what im trying to say, is the human railgun is ugly... no offense, but it is... whats with the random tail it has out the bottom? anyway, on a more positive note, cant wait! actually, i was wondering if this mod will be mergable with other Total Conversion Mods (namely, the Stargate Races mod). I realise the answer to that question is
Yep, all that seems good... i cant seem to think of anything else we need in terms of ships... Ahh, yeah, we wanted a Minesweeper... how do we want to do it, and AoE active ability that destroys them? disables them? the scouts detection and neutralisation ability plus long range AoE weapons to take them out? or just a brick that flies through the minefield and takes them out like WW2 era anti-mine technology (Crab Mine Flail, for example) that is, uses itself to clear the way
cliche story, very boring im downloading the mod now anyway... cant hurt i suppose. but yeah, just my opinion, painfully cliche story. nonetheless, kudos for thinking it up
^^Linky Broken^^ sends you to some 'unauthorised hotlinking' page...
I thought it meant the quality of the way ships and structures 'bump' into each other =P as in, whether they pass through each other as though neither were there, or whether they glance off realistically... idn, dont quote me =P
TEC: what are H-RF AutoCannons? Advent: Needs Aft-Firing Weapons. I know Advent generally dont have Aft weapons, but even their flak frig does, and it makes sense that the cruiser has also. Vasari: I read your posts about Wave Cannons being an unknown in terms of what it actually is and does, and i agree, but i cant bring myself to see it as anything other than a directed energy weapon... its cool, the abilities are nice and its a nice idea, the one or the other... but unless
well, thanks anyway, your comment made me realise how right you are and ive started to try to think like an advent or vasari... not easy, the Advent have NO sense of aesthetics... regardless, you are welcome to stop by
[quote who="RestlessMind" reply="6" id="2330710"] ,lleW cool!s'ti ,semitemos dnuora ylf sgniht elttil eht gnihctaw ekil I [/quote] lol
[quote]SotL's would only have a limited number of ESC (elite).[/quote] well, yeah... [quote]And SSCC's... I dont' know... We only have so many slots on the actual build-map itself, so... As is, I think we are already filling it up... We don't need to add something else for it...[/quote] ahh yes, i think we're safe though... 5 normal caps, replace the Sova with the Sova Strike Carrier, then Lancer, Destroyer, SotL and Sova Strategic Command Carrier are 4, which makes 9,
...is there something wrong with him sitting there? or are you really that bored?
i was once playing a map with jump holes and i was trying so hard not to do the jump hole research. there were two ways to get to the thrid system, star jump or wormhole. i finally got desperate enough, since i had control of the WH but he had the star. i researched wormhole jumps and jumped to a desert planet to secure the wormhole on the other end. explored and found the jump drive relic.... *Face Palm*
btw, the modding forum is here: https://forums.sinsofasolarempire.com/forum/443 you cant access it from Impulse, you need to use an Internet Browser Happy Modding =)
[quote who="EadTaes" reply="4" id="2330355"]Bah it could look neather yeah. But it's not a ship you normaly look at. If you in that close you can see the details on your fighter then I must imform you that you are missing the battle. Your especialy missing seeing what your enemy is doing. Me I am normaly zoomed out just enought to have the ship icons appear so I can keep a better track of the battel. [/quote] sometimes its nice to zoom in and have a look. i know exactly what the
okay, not broken persay, but when you try to look at someones karma on the website, the grid with all the details is too big for the page and you cant see the entire thing. ive zoomed out and changed all sorts of things, it doesnt work. the only way i can see karma properly is to open up impulse and go that way... which takes way too long and i cant be bothered i realise this may not be the right place so forgive me, but i cant find a better place.
forum is broken? i cant get to the bottom of page 7?
So why not come back and give your opinions? I do agree that some of the designs arent exactly Sins congruent... but then neither were some of the new entrenchment ships until people got used to them. but if you have an opinion, feel free to post it
[quote who="Whiskey144" reply="229" id="2330238"]Rez- LOVE the SSCC idea. AWESOME. Also, the Egg's ability is 'Nano-Disassembler'. The two abilities actually function differently. Rad Bomb affects hull&SHIELDS, while Nano doesn't affect shields (only hull). Nano doesn't do instant damage, but DOES decrease armor. [/quote] thanks =) and i see... still, its precedent and may help out... SC dont have shields so Rad Bomb is less useful, but maybe the way in whi
[quote]As for the 3rd expansion no one knows. How ever I hope it rihmes with Escalation were SUB-CAPITAL ships are introduced and were their is a new research tree added that improves only Capital and Sub-Capital. Their can be a few goddies for reguler ships however I don't see what much more could be added[/quote] Check out the Fleet Diversification mod here: https://forums.sinsofasolarempire.com/358359
[quote who="RestlessMind" reply="24" id="2330314"]I play this game on a laptop with only 1 GB and an embarrassing Intel chipset graphics card, and it runs great. [/quote] wow, thats impressive
just for the record, each race actually has 4, and Vasari actually has 4 and a half... TEC: Missiles/AutoCannons/Lasers/Beams (and the Ogrov ICBMs, but they dont really count) Advent: Beams/Lasers/Plasma/Psionic Burst (the SB weapon) Vasari: Pulse Guns/Pulse Beams/Waves/Phase Missiles plus the Orkulus Disintegrators. given, they are rather specialised, but so are TEC Beams and Advent Psionics. Another note, is that TEC Colony Frigs use AutoCannons, while A
as for the Vas ability... you cant simply tell the ability to instil 1dps per second for the duration the SC is within the radius and leave it? whats with all the healing etc? if 1DPS is too much, drop it to 0.75 or 0.50 DPS, sure, it isnt as effective vs flybys, but... ahh, hold on... you only want the SC to take 1DPS for however long its in the field right? well... what if he's attacking the FF itself? that would suck... its like, yep, ive blown my load, now i have to wait for him t
[quote]Marza's are planet bombers. And no, I don't mean dreadnoughts. Dreadnought is a fancy way of saying "battleship."[/quote] I agree, Dreadnoughts are simply big, badass Battleships.... except its actually called the Marza Dreadnought... and in keeping with tradition, TEC classifications are applied to Advent and Vasari Classes as well (for instance, we still call it the Vasari Lancer, not the Vasari Obliterator) Im fine with boosting Advent Squadrons... or at least giving
^^lol^^