[quote who="Blair Fraser" reply="76" id="2512115"]For what its worth, we've fixed a bug in the damage code that was screwing things like Illums up (anything with beam damage where the damage duration was equal to or greater than the update period of the damage system). This will be included in the upcoming patch for Sins, Entrenchment and will also be included in the Diplomacy base code. [/quote] Posted in: https://for
ZombiesRus5
[quote]If you were able to get all of that up, doesn't sounds like much of a rush. I guess the guy took his time. When Howthe? rushed me the other day, his Halyon was at my HW before my scout was at his (YES I SCOUTED CORRECTLY).[/quote] Well, it wasn't quite that easy and it was a rush. His jump path was HW(His)->Asteroid->Asteroid->Ice->HW(Mine) which was the immediate path he followed. I was hoping since it was a FFA he would focus on colonize other than a risky first s
Margaret Weis/Tracy Hickman - The Deathgate Cycle (8 books) - great fantasy books dealing with multiple worlds, races (humans, elves, dwarf, other?) and magic. Piers Anthony - Incarnations of Immortality (8 books) - A little bit different fantasy series dealing with some fantasy based religious themes centering around people who fulfill the roles of Death, War, Chronus(Time), etc.
So... I played a 4p locked FFA with random race (ended up Vasari) and was immediatly rushed by the nearby advent player with dual halcyon's. I did survive his initial attacks with my Egg, repair bays, turrents(upgraded), Starbase and fighter/health upgrades and scared him away. I even managed to get a comparable fleet built of carriers and assailants and some sentinals due to aggressive control of neutral extractors. Problem is I don't play Vasari and did not do a good job fighting
My wife couldn't even watch Ratatouille because of all the mice. My suggestion is next time try the fishbowl to capture the mouse and then transfer it to the mouse trap! [e digicons]:grin:[/e]
[e digicons]*_*[/e]
[quote]If you want to pursue those metrics further (because that is potentially interesting info, you're right) you should actually try these build orders and time yourself to see how long it takes to make that many units. This will give a more realistic representation without having to crunch income and independent build queues mathematically. My hunch is that $$$ will be the bottom line of how quickly you can get these things out the door. I remember the harshest carrier rush I e
[quote]VICTORY IS MINE![/quote] Victory was mine but it mini-dumped [e digicons]:annoyed:[/e]
[quote]First of all, my math was overly generous. I didn't count the free carrier cap (on the unrealistic presumption that your first capital ship somehow negates it), only the second cap. If you lead with a colony cap or a battleship cap, then you have to counter both of these carriers strike craft with cruisers. If you like I'll append some more math to show you what happens if you get hit by 3 carrier caps and don't have a carrier of your own. Again, the hard facts: Capital Ship
[quote]OOOrrrr....reduce LRF damage multiplier vs Caps.[/quote] Agreed. [quote]@Carbon: Ahh... But that would be too easy. Honestly, I was in the mode of buff counters rather than nerf directly. But I do believe that knocking down their bonus to heavies and capitals would be a great way to stop them from slaying caps late game... But then again, you just made capital rushes easier. Maybe it wouldn't be too easy... So perhaps you would want to buff flak up to 100% ag
So... I built this out as a personal mod, and atleast for myself, it just felt right for my style of SP play. I justify my own idea of the Lore issue by assuming military research labs are necessary for producing the more complicated/experimental components that are required by Frigate and Capital Factories when constructing ships. The loss of the labs means the loss of the critical technology required to produce the ships. So if I want an advanced siege capital ship for
[quote]Yes, you will get no argument from me that carrier caps are are quite dominant, possibly too strong and OP. Honestly, I find them QUITE bothersome. The majority of my time and energy the last month or so playing online has revolved around trying to figure out a good way to counter them. As always, trying to counter Advent is the worst.[/quote] I'm at the point now where I almost always start Carrier Cap and then add a colonizer if I get the chance. [quote]But the reason
[quote]No, from everything I've seen, everybody's caps die too easy to mass lrm. Almost everyone and their mother seems to agree with this, as evidenced by all the people chiming in on these threads, so why the insult?[/quote] hmm... not much of an insult here. [e digicons] [quote]Reference your posts: But you don't need to reference those posts, because I just referenced those posts myself, right here: <
[quote]Oh he gets it. If you notice from his link, he think anybody who denies his opinion is an illogical nutcase with no intelligence.[/quote] Then I am also a illogical nutcase with no intelligence. how sad for me :(
[quote]A major buff makes capital ships too OP early game which is the current issue at hand. That's the current issue at hand? I thought the issue at hand was that caps died too easy to masses of lrm F, not that caps were too OP early game.[/quote] My point was a major buff as suggested CAN make Caps OP early game (like carrier caps now). We have a problem where really early game OP caps can dominate and then not much later massed LRM's can take them out. It's a silly situ
Reference your posts: F***ing Sova ( https://forums.sinsofasolarempire.com/372560 ) and Dual Halcyon ( https://forums.sinsofasolarempire.com/373165 )
[quote]That's the current issue at hand? I thought the issue at hand was that caps died too easy to masses of lrm F, not that caps were too OP early game.[/quote] Your Vasari Caps die to easily. The TEC and Advent apparently do just fine ;)
qoute = ' double qoute = "
[quote]well, one thing to remember about mods that use research-linked caps- they probably do this to create a sense of progression, and in the case of some mods (Dawn of Victory comes to mind), to create a sense of scale. I think that for vanilla Sins, capship research wouldn't really be very interesting.[/quote] Well... This sounds like the exact reasoning for research linked frigates and cruisers. It's interesting this exists for basic ships but not capital ships. <
[quote]Fully agree with AoK. Caps die far too easily to focus fire right now. I want a buff to all other caps. And a major one this time. Increasing DPS would also be nice.[/quote] A major buff makes capital ships too OP early game which is the current issue at hand.
[quote]So there are a lot of posts discussing Capital ship Buff this, Nerf that because early game capital carriers are too OP... I just wanted to chime in here in case the devs got the wrong idea, and decided to nerf carrier capitals, LOL. I don't think I've seen anyone complain that carrier capitals are OP. Most people I have spoken to like the level of "buff" for carrier caps, and want it for the other caps as well. In other words, the carrier capitals aren't OP, the other capit
[quote]Except for fighters and bombers They'll kill the carriers [/quote] Umm... This was a joke [e digicons]:|[/e]
[quote]While this would solve carrier-cap rushes, I have to ask: at what cost? This will kill capital ship diversity, really cut down on early game strategy, and possibly make even more capital ships unused since players will never bother to get such high level prerequisites. [/quote] I understand where you are coming from with this. However, several mods such as the Star Trek and Star Wars mod require higher level research to get access to BETTER capital ships. You actually want to g
[quote]Only way to do that is to make capships cheaper in order to make a grand fleet.[/quote] Just imagine, 4,5 maybe even 6 Halcyon's or Sova's breathing down your neck.
my bad, copy/paste error continued with glorious fashion from Darvin3's post. It should be subvertors to disable a fleet. And the subverters use their Distortion Field ability to disable the frigates from moving away and disables their weapons so they cannot destroy the mines before they activate. Edit- I'm not questioning whether zoomers used overseers or not in Darvin3's game only my recollection of the matterin my game. As I've heard this described in other threads Subver