furyofthestars

furyofthestars

Joined Member # 4817817
17 Posts 273 Replies 8,560 Reputation

I realize it's been almost a full month since the last post in this thread, but I've been thinking on this topic. Really, it seems to me like the only effective counter to Bomber spam is Fighter spam. So, it seems more than bombers are just one of the only viable tactics in game, but rather one of the best (thinking in reference to Sel's last line in reply 12). I mean, really, if you take two fleets and comprise each as being "spam" of one thing (not necessar

18 Replies 36,869 Views

Thank you Harpo and Norbert, I think that answers my question. So, just to use a separate example to be sure I understand: 2 mods (A & B ), both alter the TEC Battleship (I haven't taken the time to look up the actual file name right now, sorry). A mods the ship's hull HPs, while B mods the ship's shield HPs. In the mod manager in game, Mod A is selected first, then Mod B, which means Mod B has a higher order of precedence and will be the first on

7 Replies 33,410 Views

Sorry... very simple question regarding how to mod with this game. Reading through things I think I understand the mod file structure (mirror that of the actual game files), but I'm curious, with the files we are actually changing/modding, am I able to just include the the parts I'm actually altering, or must I copy paste the entire file and then make the modifications? IE, I want to alter the GalaxyScenarioDef.galaxyScenarioDef to include a couple new random planet gr

7 Replies 33,410 Views

[quote who="GoaFan77" reply="16" id="3234645"] Quoting furyofthestars, reply 15Looking through the entity files more in depth and then the gameplaycontants file to figure out how armor works... holy crap they made things more complex than they had to be. I do not envy the job of who ever it is that tries balancing this game.... That would be Yarlen. Give the poor soul some slack.[/quote] Oh, definitely. I give props to whoever is brave enough to tackle such a...

18 Replies 36,869 Views

[e digicons]o_O[/e] Looking through the entity files more in depth and then the gameplaycontants file to figure out how armor works... holy crap they made things more complex than they had to be. I do not envy the job of who ever it is that tries balancing this game.... Welp, guess I'll have to kind of stand down from my earlier comment. If I'm reading everything correctly... fighters deal double damage vers bombers (antilight weapons

18 Replies 36,869 Views

Hi, got another question regarding maps. I'm having an issue with getting players on a map to start where I want them to. I created a 3 Star, 4 player map. 2 players start at one star, Team index for both is set to 0 in the map, and the other 2 players start at another star, Team index for both set to 1 in the map. Filling all 4 player slots, everything works as intended, allies start in the same star system. However, if I decide to go 1v2, locking out the

1,189 Replies 3,578,347 Views

Bombers, by nature, are always going to be threats to larger ships. That's actually how they are supposed to be... the whole point behind them, even. The problem, I think, with this game is that their true counters, fighters, are not able to deal with them quickly enough. The first problem I see is in the way fighters engage their targets. They make a run at it and then fly by... and keep going for a good distance. At the least, a fighter engaging other fig

18 Replies 36,869 Views

Ya know, it seems kind of silly to me for them to force those values into the v4 of the maps. I can understand it if it was meant as an ability to override the planet defaults, but as it stands seems kind of ridiculous to me. They should make it so that it'll accept some kind of wildcard/use default value rather than always override. /signed

543 Replies 1,411,247 Views

I haven't been around for very long with this game, but would like to weigh in on the discussion. I will say that VR is mostly what I play as single player and LAN with a friend. I would have to agree that something does need to be done about the VR starbases' ability to phase jump. I do like/agree with a couple of the suggestions here in putting phase jump as a 3rd level upgrade to phase stabilizer and making it cost cap points (although not fleet). But ther

54 Replies 136,096 Views

I'll try the random militia, but shouldn't the templates count for the ships? As they cause ships to spawn? EDIT: Just simply putting in the RandomMilitia did the trick. Thanks :)

1,189 Replies 3,578,347 Views

[quote who="GoaFan77" reply="1066" id="3227024"] Quoting furyofthestars, reply 1065 moveAreaRadius 40000.000000 hyperspaceExitRadius 30000.000000 Gravity well size. Quoting furyofthestars, reply 1065 colonizeChance 0.000000 Chance for the planet to be colonized by militia. 1.0 = 100%. Quoting furyofthestars, reply 1065 entityCount 0 asteroidCount 0 Don't mess with these.[/quote] Thank you. I

1,189 Replies 3,578,347 Views

Hello, Apologies if this has already been asked/explained, 40+ pages makes for some hefty reading. I was wondering if someone could take the time to explain the following highlighted values to me for a planet? I've already tried playing with some of them to try and find what they control, but I either notice no difference, or the game minidumps on me. Oh, and this is Rebellion 1.3, Map ver 4. planet &n

1,189 Replies 3,578,347 Views