Wow, Great Response time guys. Thanks for the assist.
gamerlamb
Just bought this game a few months ago, LOVE IT by the way, but having problems with just loading my first mod. Downloaded the Distant Stars v 1.21 Mod. Updated the Game to v 1.21. Saved the extracted file to the diplomacy-v1.21 folder. Loaded game, went to Mods, loaded the Mod and applied it, screen froze for a second and checksum=0. Started a new random medium map. Nothing seems to have changed. Any ideas from the uber Moding veterans what I am doing wrong?
[quote who="Seleuceia" reply="64" id="2948623"]but certainly the domina, subjugator, and adjudicator need some serious work...[/quote] Easy fixes but probably not priorities. To fix Domina, simply increase range of Perseverance and make it not have to face target to be used. I would also lower AM cost, duration & cool down so that it can be more reactive. This would make it at least as useful as reactive nanite armor with a disable immunity instead of armor boost. Suppress
As someone who is a latecomer to this game, can I say it is so refreshing that the Devs still care about the long term players :)
Wow, epic fail by forum software lol. I went to your comment for the quote lol.
[quote who="rowanlad" reply="6" id="2948438"] Titans would be self-limiting by virtue of logistics and resource/research costs.[/quote] This comment wins the discussion.
[quote who="Whiskey144" reply="4" id="2948275"]And here's where I point out that a "flagship" has little meaning, because a flagship is simply a vessel with a flag officer, i.e. an admiral, aboard. Ironically, this makes the USS Enterprise of ST fame most emphatically not a flagship; rarely, if ever, did it carry a flag officer. In a similar vein of irony, the Endgame future-USS Voyager was indeed a flagship, as future-Janeway was a Vice Admiral, making her a flag officer*.[/quote] <
[quote who="InfiniteVoid" reply="8" id="2948594"]Distortion Field doesn't work on SBs, only other tactical structures. [/quote] Really? I could have sworn I had seen it work? Hmmmm......hurries away to load a vasari game. :)
"Scout"- i see no point for these unless this fighter was like anti mine in which case scout frigates would have little further combat utility. "Interceptor" I believe this could only work if you have this ship assuming the roll of "bomber of ships" and then have bombers become "bomber of structures & planets". However, this arrangement would further increase the utility of carrier caps make them even more of a "One man show" able to bring severe firepower to anything in the game.
If Ogrovs are supposed to be a space equivalent to a siege engine, why not simply making them have a warm-up and cool-down time from firing before they can engage their engines and move again? And before someone goes all high and mighty, I am not talking about the cool down between shots, I'm talking something analogous to the initial setup and take down of siege engines and old WW2 Artillery prior to their ability to fire. Perhaps it takes a few seconds to divert power from engines to fi
I haven't really played with the EMP too much. Perhaps I need to give Dunovs another look.
From a pure damage standpoint: Skirantra with max Bombers+Scramble Bombers. 3 of those and you are easily in the Mid Twenties range for Bombers which should take down a Star-base reasonably fast. Granted it depends on which upgrades the Star-base has. If someone has maxed out survivability and you are taking 10000+Shields + 18000+ Hull, then yeah, its going to take awhile but that's the whole point of maxing out that stat. Alternately if for some reason you don't want to use C
Once Phase Missiles are fully upgraded, Vasari can hold off quite a disproportionate # of attackers using assailants to focus fire and skirantras & overseers to heal. With TEC vs Vasari later game, I actually create 2 fleets to attack at once with, small to midsize fleet of kodiaks & flak to rush forward and take the initial wave of subverters and then the rest of the fleet consisting of various units depending on what I know to be fighting. My basic mix is more flaks for SC d
I don't believe people are TEC bashing. TEC has some amazing strengths, namely in being the economic fuel for late game Vasari/Advent fleets in Team Games and in the rush game for 1v1 or FFA. To address some of the comments made: 1-Yes- TEC has some great late game abilities. Armistice is admittedly powerful. but a mid battle micro of detonate antimatter, sabotage reactor, disruption field can make this a relative non-issue. Flux Field......sure its great, good luck gettin
Completely OK with new abilities and new ways of affecting planets. Perhaps assault cruiser that does not bombard but shuts down orbiting structures and supply lines and destroys planetary infrastructure improvements reducing the planet back to pre-upgrade states. Completely AGAINST actual land based RTS combat. Thankfully, the devs have made various statements in the past that this is a space based game, period. End of discussion.
[quote who="duskguy" reply="12" id="2941595"]"this ship and crew know what they're doing and do it well"[/quote] This seems to me the most logical, rational upgrade that could be made. This mechanic exists in countless other RTS/4X games and is completely intuitive. Again, nothing game breaking but you know doesn't it make sense that a gunnery crew will learn how to load munitions faster as they gain experience resulting in 5% Rate of Fire increase or managing power systems mo
[quote who="sareth01" reply="16" id="2939376"]Those who don't know can't protest.[/quote] I like that alot. The problem is with Technology going the way it is going, the establishment can always allow the illusion of Free Speech but manage how mainstream that Free speech becomes. We are actually already at the periphery of Science and Technology becoming a religion as Asimov pointed out so well in his Foundation series. Most people have no clue how their Ipad/S
[quote who="Darvin3" reply="15" id="2939507"]TEC just does not have the raw firepower to threaten other fleets I don't know why people say TEC firepower sucks. TEC firepower is great, only surpassed by Vasari phase missiles against high mitigation targets.[/quote] My apologies for the confusion, poor choice of words. When I say "Firepower" I am referring to the overall ability to throw mass volumes of damage over large quantities of targets. In this regard TEC is somewh
My Initial answer was a working theory but I do know from testing that it varies by unit weapon range. I think PBhead is probably in the ballpark of weapon range + XXXX.
Anti-Starbase Cap or True Destroyer (Read it kills other heavies very well) are the only viable options I see. Unless its lame like some sort of Eco Support ship.
1- Vote for more Planets/Gravity Wells. More planets, planet bonuses, gravity wells and gravity well effects. I would love to see effects like accuracy reductions (which we have limited), antimatter degen/regen, shield degen/regen, ability disable, ship speed decrease/increase due to dense/light gravity, certain weapons non operable/disrupted due to ionized space, unstable gas pockets that could explode if fired through, etc etc. This could really help introduce some additional dynamics.
As much as I love me some TEC, if the game goes past about 1 hr, given equal players with roughly equal positions, there is very little that can be argued against Vasari. With multiple Kosturas, the ability to be instantly mobile between enemy worlds and your own is nearly a game imbalancing ability. The only reason you can say that it is in fact balanced is the sheer resource cost to get to that point.
Sorry for the post on the more or less dead post, hoping someone will respond. Wanted to clarify and confirm that anything that is a passive upgrade such as High level SB improvements, high level economy upgrades ie (pervasive economy and the like), high level culture upgrades (Im thinking allure) will all stay in effect if you scrap the required labs? This could make the case for a quick tech up on a maxed out desert planet followed by scrapping and converting to trade once you have all the
In practice, anything that is within weapons range will be attacked and then followed if it moves out of range. If by following something and destroying it, a new thing comes in range to attack then that will be attacked as well. Once there is nothing in immediate weapons range, it will return to the original position. So you can see, "Local" is subjective. LRM will have a wider local range than HC or LF. The difference between this and hold position is that anything that moves out o
Considering the news its been getting lately, I am certain we have already made a breakthrough in high-powered solid state lasers. The military has released video of large maritime objects being detonated from several miles away with a solid state laser and want all vessels to be armed with them by the 2020's. Google search Navy Solid State Laser and you should be able to find them. Also, there is a group in Canada that has taken a completely out of the box approach to attempting