I will agree that bombers destroy defenses with alarming efficiency and I personally think that starbases should have weapons capable of engaging strikecraft much like titans do. Maybe have the last weapon upgrade give anti strike craft weapons in addition to the other final upgrade (although I feel a default starbase should be able to engage strike craft). The Death Star didn't have any means to deal with fighters and we all know what happened to it... twice (SPOILER ALERT: the D
WOEaintME
I like the Skirmishers as they are to be honest. One on one with the other light frigates they wreck them, I think it's more a cost issue but I agree there is something. Just my thoughts.
I feel like the problem here isn't the game mechanics but rather the fact that your enemy is getting a bigger fleet faster than you are. If your enemy can afford a dozen or more carriers and 10 torpedo cruisers in addition to a couple of capitals, long range frigates, anti-fighter frigates and the like then you've got more than your starbase to worry about. Before you blame the Hard AI income bonus I'll say I'm in the midst of playing a game against 3 Hard AIs (allied
I personally think the pirates should only come with their modified cargo ships that steal trade income for the first few levels. I mean, they are pirates there to, well, pirate. Maybe at higher levels add in some pirate Cobalts, and maybe at level 4 raids have Gardas then save a couple of Kodiaks and Krosovs for the largest attacks. I really think it's a bit ridiculous how the pirates have the best fleet into the midgame and how whoever gets that first raid on them is crippled (A
People are probably talking about using galaxy forge which allows you to place planets in specific locations and choose the phase lane connections you want. There should be a galaxy forge folder in your default Sins of a Solar Empire directory (with steam, my directory is C:\Program Files (x86)\Steam\steamapps\common\Sins of a Solar Empire Rebellion\Galaxy Forge yours may be different however)
Most people disable Pirates in the game options because the pirate raids are a bit ridiculous. Otherwise sounds like you were doing well. PS - Welcome to Sins of a Solar Empire
I'd say increase the cost of tactical structures when hostile units are in the gravity well. If possible maybe this could only apply when militia are in a gravity well but if it was when all hostiles are in the gravity well I'd be fine with it. I certainly would want some danger pay if I was told to work on construction projects in the middle of a battle.
Open up the ReasearchSubject_Artifact_planetBombingShield and change the research modifiers from bombing related to shield related (might want to look at one of the shield researches to know the format of what you need to input)
[quote who="GoaFan77" reply="12" id="3380711"] Quoting Valpheus, reply 11I think you will notice pretty soon that the Vasari voice acting was kind of... lame. If you could not stand them, the Vasari Deep Voice mod should help a bit. I wouldn't assume that everyone, or even most people agree. I do not mind the Vasari voice acting at all (it was their music I couldn't stand). At the least that is an odd thing to plug to someone who has no idea what the Vasar
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I'm a super noob and have been able to get to playing against 3 Hard AIs in FFA and winning (have done it with all 3 races). Just play some Normal outnumbered then play 1 v 1 Hard.
Man, flak is so ineffective in this game. I mean, you look at the infocard and think: Holy ****, these frigates have guns on all sides and tonnes of health, I'll spam these and insta-win And when you spam flak what happens? YOU GET TRASHED. LF beats flak, HC beats flak, Capships eat flak like nothing and Titans swallow them whole. All flak can do is kill fighters and corvettes, hell, even mass bombers can take down flak. double you tee eff, I thought flak was anti-
[quote who="XATHOS" reply="12" id="3375243"] Looks like somebody adjusted the gamma, that's it. Not worth the typical FPS loss you get from ENB. [/quote] ^ This
I think of phase stabilizers as being jump point targets, once you have your target picked and fire it doesn't matter what happens to the target because you're already going.
[quote who="Seleuceia" reply="46" id="3376020"] GalaxyRandomizer.window has three new lines at the bottom....[/quote] And all the other changes are things like your particleforge, galaxyforge, convertxsi and convertdatarebellion so just the change Seleuceia mentioned affects the mod.
Most mods won't work (it depends whether the mod altered the galaxyscenario I believe) and I don't think you can down grade back 1.1. You can always try loading your mods up and seeing what happens. PS: Sorry to be the bringer of bad news.
So I just started a game against an Unfair AI (1 v 1) and about 30 minutes in a fleet of 4 Disciples (Light Frigates) and 13 Seeker Vessels (Scouts) attacks. Safe to say I had no problem but does anyone else have this happen? I'm all for the AI spending half of its income on ships but a fleet with 13 scouts that don't even participate in the combat (that's right, they just sat there) is a bit of a waste.
I think the communication commands should be added. I doubt anyone wants to see a noob tell everyone about a grand plan when only allies should have been informed.
[quote who="Lord_English" reply="25" id="3375359"] I cant find anything wrong with the Ability file, though Im not accustomed to script changing. If anyone wants to give it a try, heres the ability file http://www.mediafire.com/download/ots1ku6eu9zct6e/AbilityRazePlanet.entity[/quote] Just make sure any line with "IDS_" is the same as the default ability fil
[quote who="Seleuceia" reply="5" id="3375293"] I recently played a "5s" game with a noob... He was stacked up against me on the frontline, and incessantly complained that I was attacking him without giving him a chance to play the game...this was in a game that was actually 4v6 (he was on the team of 6 and I was on the team of 4)...we were fighting for our lives (one team member got tripled at the beginning) in a heavily unbalanced match and here is this noob complaining that
The string used is in the ability file not the buff so you must have changed something in the ability.
[quote who="nabs420" reply="20" id="3375209"] i dont know if i can get the sins staff to improve the Multiplayer But im going to keep trying [/quote] Shoulda waited a few more days, could necroed this a year on the spot
While I certainly have no love at all for Steam, the only adversely interferences I ever encountered are: Consuming memory - You can turn Steam off you know Consuming CPU time - See above <sp
You could easily make one. You'd just need to edit EVERY SINGLE entity file that has a research prerequisite and remove that and set the prerequisite count to 0. Seeing's how each race (TEC, Advent, Vasari) has about 130 researches and we'll say 10 faction (Rebel, Loyalist) specific researches that's only 450 entities (theoretically, some researches are simply bonus income rates which can be changed in the gameplay.constants or planet files). Happy modding.
[quote who="Lord_English" reply="10" id="3374873"] Quoting ZombiesRus5, reply 9 Why? This is a mod you want. You should learn how to make it. I would but every time I edit, when I launch the game, it crashes due to a runtime error.[/quote] So: don't edit everything at once launch the dev.exe and read the errors go back and look at what you changed (keep your window open and you can even use the ha