furyofthestars

furyofthestars

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

I'm no skilled player, but just wanted to chime in on a couple things. Corsev Salvage is bugged... it does not heal the Cap for the listed percentage of the destroyed frigate's health... it heals the Cap for the listed percentage of the Cap itself . A plug at Kol's GRG (not advocating either up or down in * rating... just noted this was not mentioned in your description) is that GRG bypasses shields and mitigation (essentially a phase missile with

11 Replies 46,847 Views

Yeah, I'd say it'd effectively stop an Alpha strike... the ability will insta-kill any strikecraft unlucky enough to be in range, up to 36 targets. :P I'm assuming the passive is (essentially) "add 999 damage to normal weapons fire if target is strikecraft"... which means the weapons are effectively one-hit-kills. Sorry, I don't mean for that to come across critically... I'm not trying to be, honest! I've just never been a fan of the "insta-kill" ab

747 Replies 2,200,416 Views

Darvroth, BlackMarketBuyPriceAdjustment should only adjust the price, not allow access. Of the default races, TEC is the only one with a research containing that and yet the others are able to access it just fine. To note something for you on talking about spreading the Titan research out to get the AI to research other subjects as well, the AI should prioritize all ship/structure unlocks and, subsequently, any prereqs for those.

5,473 Replies 14,196,143 Views

I think some things may be arbitrarily scaled for "ease of sight", too. Goa, I think you pointed out somewhere that Corvettes are listed to have crew size 10, while LFs are 100+... yet the two ships are roughly equal in size.

4 Replies 16,053 Views

[quote who="GoaFan77" reply="6" id="3478878"] Quoting Stilat, reply 5 Maybe buff the railgun damage? Right now the stupid autocannons do more damage than the one kilometer long boomstick, But the railgun only fires forward as well. That doesn't do anything to reduce its weakness to being outflanked.[/quote] It should insta-kill. [e digicons]*_*[/e]

13 Replies 15,569 Views

[quote who="Seleuceia" reply="2311" id="3478728"]Well here's the catch with that -- the star I want to make a wormhole is the occupation planet one, which you can't include in the custom map...that's why I can't rely on linking the star to a wormhole in the map editor...I'm looking for a way for it to happen automatically, but there doesn't seem to be one...[/quote] Ohh... I get ya now. Yeah, I don't think there is an automatic method. <

2,761 Replies 7,622,380 Views

[quote who="Seleuceia" reply="2306" id="3478152"] So, there's this Boolean in star entity files called isWormhole...anyone know what it does or how it works? I've set it to true for every star, but ships still do the normal jumps between stars...I even put a lone wormhole in a map to see if it would pair with the star and it doesn't... [/quote] You might have to create a custom map and actually create a wormhole link between the Stars (create as

2,761 Replies 7,622,380 Views

Donkey! [video]http://www.youtube.com/watch?feature=player_detailpage&v=nJG-AnqntNI#t=74[/video] (eh, goes best maybe starting at 1:10, but the whole thing is great, anyway [e digicons];P[/e] )

124 Replies 427,435 Views

A point to throw in here, too (a few days later...), is that you may have to delete your settings files. I've noted from time to time mine become corrupt, won't save changes and/or some options become unavailable (ie, refresh rate) and I have to delete the setting files in order to fix. To find, migrate from your Documents folder -> my games -> Ironclad Games -> Sins of a Solar Empire Rebellion -> Setting

2 Replies 3,546 Views

For a TC, you might be able to edit the planets directly, too. In the following snippet, just give the credit/resource modifiers for the first stage a non-zero number (and increase the modifier for the second stage). In theory, it should work. This would allow for different metal/crystal values per planet (as well as between planets), although I don't think it'd be affected by research like the buff could potentially be. Maybe even combine the two methods?

18 Replies 18,314 Views

[quote who="candido-" reply="53" id="3478143"]Most of you guys... are prehistoric... having joined in year 2008 . My gosh, I wish I had been around that long.[/quote] candido- Join Date 04/ 2003 [e digicons]o_O[/e] (I suppose that's the point...) [quote who="GoaFan77" reply="51" id="34781

124 Replies 427,435 Views

Oh my, this thread is full of win! [e digicons]:rofl:[/e] [quote who="GoaFan77" reply="26" id="3477805"]Sareth01/Carpetbomb: The dark shaman of the troll lords, he interprets the will of the troll gods for the dissemination to the lesser trolls. Rumored to have a mobile Advent Starbase as his high temple.[/quote] [quote who="sareth01" reply="43" id="3477968"]Actually I have a moving advent starbase. Fury made a mod[/quote] Yep, that'd be my do

124 Replies 427,435 Views

[quote who="sareth01" reply="44" id="3477570"]Crunching numbers[snip][/quote] I was not saying to rely on crunching of numbers alone. However, the argument of something is OP while not giving much of an explanation beyond theory doesn't work, either. [quote who="sareth01" reply="44" id="3477570"]"Burden of proof" is just an excuse for fans of a belief considered to be the status quo to avoid having to actually engage with the issue at hand. <br /

80 Replies 458,467 Views

Glad you're liking it. :) Just remember what I said about the TEC starbase, though... [quote who="furyofthestars" reply="291" id="3475659"]The catch, however, was with the Tech starbase.... If you upgrade it to include remote construction... the buttons bug out and overlap with the movement buttons. Dev.exe throws a bunch of errors every time you select the starbase and you can only hit the frigate construction button, not the cruiser one. You can get aro

321 Replies 1,057,017 Views

Volt, you are correct in that you could do that, but the way I read his post was he was meaning the planet population to act exactly how fleet supply/Tactical-Logistical slots do right now. Thus, you couldn't build ships/structures you don't have the population for. Yeah, it would be impractical to build more than you have pop for (or even close to it), but I don't think the AI would realize that....

13 Replies 7,802 Views

[quote who="Seleuceia" reply="311" id="3476968"]I don't think this is correct...the original modifier that allowed SBs to jump without phase nodes is still in the game...when the devs changed the VR tech, they actually just added a new modifier... StarBasesCanHyperspace StarBasesCanHyperspaceOnlyToPhaseNodes Both of those modifiers should work...[/quote] Thanks for the correction, Sel. I didn't realize they'd actually left us somethin

321 Replies 1,057,017 Views

Doh... well, I screwed up those uploads to wincustomize. Had symbols in the name and they had to reject them. *sigh* I'll get fresh ones uploaded this evening and hopefully they'll get through a little quicker.

321 Replies 1,057,017 Views

[quote quoting="post"]can i mod the flak turrets option to also include them on Gauss cannons?(as well as the same concept for the other race tac structures)?[/quote] Yes, but whether or not you must modify the model of the structure first to give it weapon hardpoints (or if the game will allow you to just specify a random point on the mesh), I don't know. [quote]can I mod that instead of tac slots and logistic slots, each structure from either tac. or log uses 1 pop from

13 Replies 7,802 Views