-Norbert-

-Norbert-

Joined Member # 3872148
4 Posts 143 Replies 632 Reputation

Then I must have pulled that file from the wrong folder without noticing... sorry about that. Though I recently noticed a tiny issue. Some ships have the EW bombers on slot 3 and others have the gunships on that slot, making it a bit inconvenient to build the small-craft you want when two such ships are grouped together.

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Yes they have, though it seems the TEC Loyalist Titan has slipped through the cracks (must have been big cracks to fit a Titan through :P), since as far as I can tell from looking at the files, it kept it's original stats, while the other Titans got HP and damage boost of more than 20 % Though they did far more complicated balancing work than just slapping a fixed percentage onto every ship, mind you. For example the Battleships got a higher HP boost than supports and carriers.</p

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Sure, no problem. Regarding the beam, just modifying the tga unfortunately isn't enough, since the beam turns with the camera so to say. The beams would only come out directly of the barrels if viewed from above or below, but if you look at the turret from the side for example the barrels would be left and right, but the beams would originate from empty above and below the center of the turret. Edit: Oops... I messed up with the Advent pointdefense beam's timing a bit.

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I put together a new iteration of the mini-mod which I made back in the days for the Entrenchment and Diplomacy versions of DS. It replaces all blob lasers with laserbeams, except for the TEC loyalist titan. Since it shoots double lasers, just replacing the projectile graphic with the beam results in a single beam coming out from between the two barrels and unfortunately I don't know how to create a double-beam graphic (if the engine even allows it). I also included my tea

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Someone said "only $5" and was happy about it being so cheap. Well... a game costs around $50. So you pay 10% the prize of a full game and get four new planet types and 5 Techs per race. Doesn't sound like that great a deal to me, even when you ignore that most of the content has been in various mods since at least the days of Entrenchment. I'm certainly not going to buy this DLC.

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I think it might be nice to keep the boomer all missile, but give the Colony missile/KEW combo, to give them some further difference. I absolutely agree on the missile-only basestars, though as I said the Raiders (especially the Heavy Raider with it's 4 "nose guns") in the show used mostly KEWs. As for the research, maybe the combat tree can be called "Vengeance". As I understand it, the Cylons began the 2nd war because they were still out for revenge agains

3,050 Replies 8,578,430 Views

I was wondering about the (almost) total lack of projectile weapons on the Cylon side. In the show we see that the Raiders and Heavy Raiders primarily use projectiles with missiles only use sparingly as secondaries (most of the times those were Nukes used against bigger targets). Also the Cylon Colony was shooting mostly with KEWs, or however the Cylon equivalent is called. Were they all converted to missiles for balancing?

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Even though it's not the point you were actually talking about, as far as the actual story of Star Trek goes, the Borg took a Queen, because it was the only way to restore order after the Federation messed up the status quo. Untill the crew of the enterprise interfered through that one captured and later returned drone, the collective worked just fine as a real collective with literally every member being equal.

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While we are at the Centauri, maybe you could somehow make a planet bonus out of the Cora Preedo (or however the proud knifes - Londo's and Urza's dueling society - are spelled). Maybe a little less tax in exchange for trade and culture. Trade because they'll need supplys for their parties and swords, culture because of the high value the Centauri put into their traditions and the reduced tax, because those highly respected nobles surely know a lot of tricks for not having

5,473 Replies 14,190,259 Views

I'm not so sure culture spread gain is fitting for the Drazi conflicts (other races tend to be quite annoyed by it, or as Ivannova put it "While some others might not mind if you killed each other, even they would prefer you do so quietly"), but maybe it could increase the weapon damage and hit chance for friendlies. After all the purpose of the green vs purple fight is to make sure that the best fighters and strategists of the Drazi are in controll.

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About the Alien Parasites: First off, the Vindrizi are not parasites, they are symbionts. They give the host knowledge and health in exchange for "hitching a ride" and they only take volunteers as hosts. Neither are they harmfull to the host if the host is healthy. The one who died in the series died (together with the Vindrizi who tried to get into his body) because of all the chemicals that the host (a drug addict) had coursing through his blood. They are also very few

5,473 Replies 14,190,259 Views

"Dilgar War Memorial" giving culture spread rate and maybe also trade income (from the tourism). It might also give a population growth debuff, because the planet still suffers from one of the biological weapons employed by the Dilgar. "Mutai Arena": Pretty much the same, just without the debuff. For those who don't remember, Mutai is the fighting sport from the first season (Episode T'ko), in which Garibaldi's friend Walker Smith was the fir

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The powerfull races, older races canonically have a smaller population base (especially the First Ones, but also the Minbari), so giving them less max pupulation would be supported by the backstroy. You could create a new planet type, Homeworld (or even a seperate planet type for each race) and then give each race a research to unlock the bonuses suggested by Darvroth. That way it would be easy to customice and balance the bonuses for each race seperately, or even unlock them bit by b

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[quote who="NewHorizons" reply="3576" id="3284763"]There's already the standard 'Relativistic Factory' and a new 'Forge of the First Ones' artifacts. The former gives the owner construction rate boost, the latter a discount on construction costs and an increase of metal extraction rate (very handy in SotYR). So in terms of artifacts most of that seems to be already covered. It would make a nice planet bonus, so you'd almost end up with an 'Industrial pla

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If you wanted a negative artifact, you could fall back to one of the Crusade episodes. There a rogue technomage created a nanorobot based plague that turned the population of a planet into raving maniacs who killed each other, every night (during the day the sun somehow interfered with the signals controlling the nanites and thus prevented them from working). In Crusade this resulted in everyone on the planet being wiped out, but if the nanites are working less efficient, it c

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Okay... disregard my previous post.... At that moment I thought you meant that because of thanksgiving the download servers were overwhelmed.... Not with a good night's sleep I see that you meant the approval of the mirror might be delayed due to the festival.

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