Ok, that makes sense. Thanks. I knew how to capture it just not what I had to do to use the ability. Love the mod so far, thanks for all the hard work Goa.
JJBuck2
How do the capturable fortress constructors work? They seem to require a research item that isn't in the tech tree (I dont remember what it was called). This was as the TEC Rebels, I found it on a desolate planet. Thanks.
Is there a quick and easy way to decrease the logistics slot cost of a single building? For example, a research that reduces the slot cost of the TEC Loyalist Trade Ports by 2. I've been looking at this for a while and haven't figured out how to do it, outside of editing the Trade Port file directly, which I'd rather not do. Any help is appreciated. Thanks.
Hi all, quick modding question. Is there a quick and easy way to decrease the logistics slot cost of a single building? For example, a research that reduces the slot cost of the TEC Loyalist Trade Ports by 2. I've been looking at this for a while and haven't figured out how to do it, outside of editing the Trade Port file directly, which I'd rather not do. Any help is appreciated. Thanks.
I've noticed in my own playtesting that simply increasing the output of the AL culture centers makes a big difference in how effective their culture is. A couple buffs and/or additions to already existing AL culture techs and I think the difference would be pretty noticeable.
I preordered way back last year when the Rebellion announcement came out and I still havent gotten an email. Anything I should do or are emails still being sent out. (Kinda figured I'd get it sooner rather than later given how early I did the preorder).
I downloaded the mod earlier, very much liking the changes so far. One note, and I'm not sure if this is a universal thing, but I was getting a crash/minidump whenever I tried to load the mod. The problem was in the RESEARCHSUBJECT_FURY_OF_THE_UNITY.entity file. It looks like you changed this tech to work both in and out of culture but forgot to define the weapon constraints as that kind of float modifier requires. In this case it would be "Invalid". Example: researchModifier<br /
The damage buff in friendly culture (Militia Weapons I think) affects the Argonev. Hardened Defenses and Militia Armor do not. I'd be good with changing those techs to affect the Argonev rather than adding another level to the health upgrade. Edit: as to the increase of number of Novaliths, I agree that that would be an excellent improvement. I was thinking more in terms of concrete defences. While Novaliths are certainly powerful if used correctly, or at all, they don't reall
Hi all. I’ve been thinking about some overall changes/improvements to what I consider to be the weakest factions/those that need the most attention. This is mostly for my own benefit, as I will probably attempt to mod whatever I really want changed, but I’d like to know what others think. Here are my thoughts and proposed solutions: TEC Loyalists: I personally like to turtle, even though it’s not the best strategy ever, and as such the TEC Loyalists are my favorite f
I am a fan of Desperation as well. As for an active combat ability, why not add an AOE damage effect to Microphase Jump? If the base damage reduction of Desperation is buffed to a more useful level, the two would combine rather nicely I think.
Yeah, I gave it a shot last night and it didn't work for me either. No big loss though, I cant see it being terribly useful except for aesthetic satisfaction and for that I'd rather zoom in on a battle :-)
[quote who="ShibbyGTR" reply="11" id="3178975"]So for us stupid people, all of the percentages do half of what it seems like they're saying.[/quote] "Half" is not completely accurate but it's close . It will be slightly different for positive buffs (-50% weapon cooldown) than for negatives ones (+50% weapon cooldown). Usually, I think, positive buffs are slightly better in terms of total benefit than negative buffs. As per Volt's example, a 50% buff to damage results in an
I actually like all of the Vorastra's abilities. I think it just needs some tweaking. This list has been beaten to death but I'll put it up again for visibilities' sake. 1) Make Vorastra weapons affected by applicable research 2) Give Micro Phase Jump a short boost to turn rate to help the titan position itself better after the jump 3) Drastically reduce cooldown on Spawn Phase Stabilizer, make the spawned stabilizer stick around after a planet is consumed<
True, the actual reduction works out to 45%. The info card says 83% so thats what I was quoting. Just like how Inspire and Impair's 100% increase to enemy weapon cooldown really means their weapons are half as effective, where as if you read it literally it sounds like it shuts them off altogether.
Ah, I have the Z axis key bound but I didn't know to hold Alt. I'll have to give this a try later. Thanks.
[quote who="Teun-A-Roonius" reply="3" id="3178490"]Quoting JJBuck2, reply 12) While ships will sometimes move in the z-axis (which is more annoying than anything else) its currently not something you can do with building structures AFAIK. Also I'm pretty sure changing this would be difficult if not impossible given the way the game determines structure placement eligibility (ie whether a strucutre is in the way of building something else).It is possible to place structures differently usi
[quote who="ShibbyGTR" reply="3" id="3178468"] From what I can tell from the abilities this guy can roll pretty well solo but is god mode with a fleet. I'm at work so i can't try him out yet, but from what it looks like he's pretty awesome. It seems the TR have a lot more extra weapons tech though, is this guy and the 2 starbases worth losing that tech?[/quote] It depends on how you like to play. The TEC Loyals can do a better economy than the TR (mor
H [quote quoting="post"] Make Mobile Rulership require Vorastra Prototype IV Problem really is in the Shipboard Labs tech. Makes it so you can get Strip way too fast. SL needs a rework. My current thinking here is to assign Lab type to cap ship type. So the 3 assault Caps (Kortul, Vulkoras, Rankulas have weapon labs, Jarrasul, Skirantra, Antorak have civilian labs). The Vorastra must be present for the full duration of Strip for i
2 - Disruption Matrix 2 - Furious Defense 4 - Group Shield (at level 4 this gets you 83% damage reduction) 2 - Inspire and Impair (this is an awesome ability: lvl 1: 50% weapon cooldown increase for enemy ships in the grav well, -50% for your ships. lvl 2: 100% cooldown increase for enemy ships, -75% for your ships) -------------- 2 - Health/shields 4 - Weapons 2 - Anti-Matter The most important abilities for
1) No, unless you use a custom built map (in galaxy forge) that is set to fixed start positions 2) While ships will sometimes move in the z-axis (which is more annoying than anything else) its currently not something you can do with building structures AFAIK. Also I'm pretty sure changing this would be difficult if not impossible given the way the game determines structure placement eligibility (ie whether a strucutre is in the way of building something else).
[quote quoting="post"] Can some one please explain to me how i am suposed to defend against this? I know i could build star bases but that takes so much money and to have to build one in every territory i own would be far to spendy so early in game. I am seriously starting to thnk the game is broken. [/quote] Well if you dont want to build the SB's the only thing you can do is go after the Novalith's themselves. As far as how the AI knows to kill the pla
[quote who="Seleuceia" reply="5" id="3177917"]Quoting JJBuck2, reply 3It used to NOT bypass Enduring Devotion though. Now something has changed that allows it to do so. I'm not entirely against this as Wail is pretty OP if you don't actually lose the planet, but it did change and it wasn't in the change notes, which leads/led me to believe it was an unintentional change. You may see the novalith come to adopt the same use of MakeDead so it could also bypass SBs...YOU HA
[quote who="Seleuceia" reply="1" id="3177394"]As far as I'm concerned, the buffInstantActionType "MakeDead" should bypass SB's....not doing so severely limits modding capabilities...if the devs want something that doesn't bypass enduring devotion, then I hope they use a different buffInstantActionType instead of changing how MakeDead works...[/quote] It used to NOT bypass Enduring Devotion though. Now something has changed that allows it to do so. I'm not entirely agai
[quote who="Ekko_Tek" reply="35" id="3177192"]Quoting JJBuck2, reply 30 Quoting Ekko_Tek, reply 26 Quoting JJBuck2, reply 24As far as Wail goes, it is somewhat more nerfed now that a SB with Enduring Devotion (or whatever) cant hold the planet after Wail is used. Where did you get the idea that Enduring Devotion doesn't work if Wail is used? Mostly from every time I used it in a game the other day. Lost the planet every time. I figur
[quote who="Ekko_Tek" reply="26" id="3177123"]Quoting JJBuck2, reply 24As far as Wail goes, it is somewhat more nerfed now that a SB with Enduring Devotion (or whatever) cant hold the planet after Wail is used. Where did you get the idea that Enduring Devotion doesn't work if Wail is used?[/quote] Mostly from every time I used it in a game the other day. Lost the planet every time. I figured they'd just changed it.