Kullvox

Kullvox

Joined Member # 3521316
4 Posts 50 Replies 10,260 Reputation

IMHO that Vasari flagship model is super dope. It incorporates all the existing Vasari cap parts in a complementary way. The TEC model is alright but it needs something more to make it uniquely bold and differentiate it from a standard Kol. The pseudo Marza missile pods aren't quite enough. The Advent one needs some serious love. The Rapture/Radiance mutant baby is too long and gangly without a good cohesive shape like the others. That's just my two cents. Whoever mad

582 Replies 1,928,723 Views

[quote who="dkt0404" reply="4502" id="3422892"] They are all behaving like the strike craft do. How is that turned off so they behave like ships again? [/quote] This is intentional so they behave like Star Trek ships, which almost exclusively utilize strafing run style attack patterns. If you want them to stay closer to target you can always queue move orders around said target.

5,100 Replies 12,680,928 Views

[quote who="myfist0" reply="4487" id="3419067"] make a copy of another home planet entity. rename it to the borked one, tell the new entity to use the earth mesh and string id and desc. This is of course after you move the entities to the convert folder and make them text files BIN_to_TXT. If autoplace works, it may be the radius is borked. Not sure as I gave up using the custom home planets as you cant set the proper player there. BORG's homeworld as ear

5,100 Replies 12,680,928 Views

[quote who="myfist0" reply="4162" id="3380528"] Probably just getting DLC compatible stuff in and the planet specialization. Me and psy worked our ass off on this since the last Dip and current Reb releases. We need a break.[/quote] I was under the impression that this version is fully compatible with DLC? I've been playing with it and haven't experienced a crash. It even tells me what moon types are orbiting the Class-J's! :D

5,100 Replies 12,680,928 Views

Wow, guys. The level of detail on this mod would be impressive with Rebellion's upgrades - it's OUTSTANDING on Entrenchment. I have to give major props for the attention, nuance, and evident fan passion that you have put into this. I was expecting beautiful models after following this thread, I was not expecting a tasteful UI skin, canon emblems/portraits, decent VO work, and perfectly tailored music. I'm eagerly awaiting future releases (with the Covenant an

277 Replies 752,566 Views

[quote who="Major Stress" reply="3617" id="3293310"]I may be "Retired", but i ain't DEAD I am trying to see what i can do (If anything) to get this ported over to Rebellion. Even if it means building it from scratch again just like we did for Entrenchment, and Diplomacy. I'm gonna build a basic working foundation without the abilities, and researches, and add them one at a time using the 1.1 reference files. I make no promises. Just gonna see what i can do.[/quo

5,100 Replies 12,680,928 Views

I've recently start doing some SoA LAN PvP with about 6 other guys and I have an opponent that keeps kicking my ass as the Romulans using mainly D'deridex Warbirds. He throws their support fleets at my ships/structures while bombing my planets with the caps themselves, then cloaks and retreats one at a time as I try to focus fire them down. Any players out there know of a good counter for this as Federation, Klingon, or especially Dominion? (Nooooo PvPing with Borg)

5,100 Replies 12,680,928 Views

Seriously though, is there any reason NOT to put it back in? Would it take too much time to recode it from Diplo? I can't imagine that being the case. Devs, please put this feature back in as it made for fantastic unlocked team games.

16 Replies 17,670 Views

I sat down for a long private game with several friends yesterday and noticed for the first time that the option to choose a number of allied victors has been removed since diplomacy. This was a major bummer for my group as we usually use that option in large, unlocked team games to prevent large alliances. Is there a reason it was removed? Is there any chance it will be added back in later?

16 Replies 17,670 Views

Awesome replay dude. I love watching someone play AL well (my favorite race) and you kicked ass. The mistakes you mentioned were the only ones I caught. GG. Taught me a few things about my pocket game.

17 Replies 24,241 Views

It sounds like you have only played games where VR is banished. To truly understand the problem, try hosting one where it is allowed. Like you, I once wanted to believe that it was OK to play with all 6/6 of the races the I paid for on ICO. I hosted a game where I allowed it. It came down to myself and two other experienced players triple-teaming a VR trying to prevent him from SB rushing - it didn't work. I'm not a pro player by any means but IMHO, on an appropriately size

10 Replies 34,908 Views

This guide is designed to help players who may be new to Ironclad Online (ICO) and want to successfully host their own games and get other players to join them. It is also for veteran Sins players interested in developing a more uniform system to naming and hosting games through ICO. Prior to Rebellion, most games hosted on ICO fell into one of two categories: either fastest speed 5v5s, or private games where friends played against AI ("comp stomps"). Rebellion has brou

2 Replies 5,095 Views

I believe the Coronata starts with 3 squads (same as a new Halcyon) but does not get as many additional squads as the Halcyon while leveling up.

6 Replies 7,820 Views

[quote who="Seleuceia" reply="28" id="3170427"]People don't smurf because of pathetic scores...they smurf because of good scores that scare off people (or they smurf for other reasons unrelated to score)...[/quote] You are correct, people smurf to hide their good profiles but I can't say I have ever seen anyone scared off by a good record. Unless by "scare off" you mean "leave because of clear team imbalance." In fastest 5v5s I can see why some people get upset

31 Replies 56,214 Views

[quote who="Ryat" reply="7342" id="3172906"]Because, shocking I know, not everyone likes the changes we made.[/quote] That's like saying not everyone likes orange chicken, or Chuck Norris, or roller coasters. Sure there are some anomalous mutants out there, but can't we just generalize this once?

8,423 Replies 15,675,991 Views

The trick to playing harder AIs is recognizing that they can easily get stuck on choke points and beefed up static defenses. They don't avoid these like humans do. Because of this, putting a starbase at a gravity well that bottlenecks to the rest of your empire and then buying the health upgrades for that starbase, you can buy yourself a ton of time to build up huge, teched up fleets of your own. Then, after the AI wastes an armada against your damage-soaking starbase, you can s

15 Replies 58,455 Views