
malanthor
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Everything posted by malanthor
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Quote: Limiting HoloNets is not possible. The AI loves them as, in truth, once you get enough research labs, a good enough economy, and set up a few shipyards, it's truthfully all you need to build. Well normally holonets cost slots, why not just implement that. I mean in standard sins ive never come across a planet with just holonets on, sure ive seen several here and there but always in the company of othr buildings. Its just silly to see so many in one place. It feels just off, like its a bug. Quote: I have been considering making a stackable optional mod that changes these abilities to instead being a massive hyperspeed charge-up penalty; otherwise one can just stack multiple gravity well ships/structures to allow for indefinite blocking. Please do this. It would really help out the stupid AI. Aslong as its a definite slowdown of hyperspace it serves the same purpose just not unlimited in time. Normal sins is 700%, how abouth making this like 1500% or something. Quote: It requires Heavy Munitions research; putting in points will do nothing. This is by design and is not a bug. Yeah i know that normally when you purchase something and you dont have the neccesary research done it shows up grayed, reason i mentioned this was because it didnt show up at all which felt odd to me. Thanks for fast reply.
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precicion calibration research for NR lack a stat, as in 5% etc. That is if its meant to have one and are not for some other purpose. rejuvinator class sd, ability reads preformance boost. i came across 37 holonets on an enemy planet, that was all that existed there. but uhm 37? it was a small random map. These things tend to happen fairly regularly, the ai love to spam those things. How abouth like a cap of one per planet and then balance it according to this or whatnot. gravity well generator messes up the ai, he tires to leave but then just stands there indefinitly or close to it, and you can easily pick him off a ship at a time/attack him in the rear without him dooing anything. Its because hes simple mind is set on leaving and he dont understand its impossibly. Suggest making a jump poss after some time, it may not be canon but its better than an entire fleet of ships suddenly falling asleep every so often. heavy scout ship of the vong concussions missile salvo dont work, when you purchase it it dont show up as a usable ability.
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Thats where the creative part comes in. hehe. Lets hope this zoomooz delivers there!
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Hehe easy for someone of lavos or your own caliber. I did manage to do it like a year ago when i tried it out, renamed and mooved some research around atleast. That was the reason why i said it was easy, when a slacker like myself can do it pros like yourself can prob do it blind folded. Hehe. I honestly dont have the slightest recollection of how i did it though, or i would offer to maybe do one of the factions research wise. I think one need to have a clear direction before proceeding though, how do one want the different factions gameplay to work so as to not waste time making something that aint really suitable.
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The pirates as they currently stand are too powerful. Now dont get me wrong, i like pirates that pack a punch. That way you cant just ignore them. But as it cyrrently stands they are as much as threat as an extra player. I am not sure if the pirate vessels are too powerful ship wise, but they do come in huge swarms which make that issue not relevant. Here is an example: I had 3 fully uppgraded golan platforms, like 30 turbolasers and a cap ship giving them all a nice damage bonus. Research wise i didnt have every uppgrade but i had quite a few. And along comes the normal huge pirate swarm and just mowes through my defences. I mean come on, these are frickin pirates we are talking off. I suggest reducing the number of pirates. And this is not a matter of me crying because i cant handle them, its easy to do so, you just send them at your opponent every time til you have a defence that can handle them. But thats very booring because it forces you to do JUST THAT and nothing else. And also it forces you to be a weakling that has to deal with pirates instead of blowing them away. (which makes me an angry panda) Another thing, i would humble suggest that you started focusing on individual research trees to make each faction more unique. Right now it feels more like the same faction over and over with a fresh new paint to sprite things up. Whats the point in having multiple factions when they all feels like one? =) This is also very easy. All it takes is some creativity and then some booring work to get it done, and offcource the 2d pictures if you want something beyond the standard sins stuff. Im assuming this is all very booring stuff to do, but in my humble oppinion this is what the game needs right now. Not some tiny graphical uppgrades or small fix that most people wont even notice. And finally, thank you for this great mod and for all the effort put into it.
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Hehe. it happens. Its all working good and proper now though.
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Ahh good to know. Click the ship and manually moove it, hmm think i tried that and it didnt work. But anyway eagerly awaiting the fix.
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So ive read a couple of posts abouth the titan process beeing tedious to get by the insta lvl 10 and only 1 restriction but i am seeing odd stuff when trying to build one. Playing on small random map, the factory is on autocast. I research the needed stuff to build the executor and get the needed funds, then the autocast goes off and the cooldown starts, once cooldown is down i get a message that my titan has been destroyed and a bit later a friendly executor spawns, the only problem is that its completly motionless. Guns and all work and i can build fighters but it just floats there. I think it originally said "returning to position or sumthing" ive waited like 15 mins for it to move and it wont. Sorry if this has been brougth up before.
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Thanks for clearing that up. I guess its just a matter of adjusting.
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I always play with normal culture, but ive noticed that in this mod pretty soon you get overwhelmed with hostile culture if you dont hurry uo and take alot of planets and build holonets all over. I must admit i like to take 2-3 planets and then turtle until i have a leveled up fleet of cap ships so you might not see much to the culture rate if you play early rush. Hovewer let me make an example: i just played at the recently added very small map with 12 planets. I took one extra planet and then started fortifying/researching. At the point where everything started to go wrong i had all the culture stuff researched and 4 lvl 8 cap ships with their culture repel stuff. I also had 2 holonets, i then suddenly started dropping rapidly in culture, so i built more holonets, 8 of them. And still i went down with 0.07% every second. Yeah i could have built more cap ships with their culture repellent, but there are only so much money to go around. Ive never ever seen anything close to this culture rampage. And its not like its late game even, autosave 9 or so. I would like to shout out "this is broken! please fix it" and maybe it is or maybe its not. anyone got any pointers to me for how to deal with it? I would rather not be forced into taking half the map and spamming holonets every single time i play, it essentially means forcing me into the same playstyle every single game. EDIT: i upped my cap ship number to 7 and they are now lvl 10 all, and lowered the number of holonets to 5 and i am keeping a neutral culture. The bar is a little higher than in normal sins or other mods but atleast its doable. I still think it could do to be nerfed a little bit though. I think part of the problem is the AI spamming the damm holonets, ive seen 5-6 on a single planet. And everywhere i go there are atleast 2-3.
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Great. Thanks Lavo.
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Really missing a small map with the current ones availible. A small map is great for when you only have a litle time or feel up for something quick. By small i mean 7-12 or close to that. The smallest one currently availible with a supershipyard is 20something.
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I found out my mistake i used the wrong directories from the tortoise svn. Got it fixed now. Thanks.
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Hmm interesting. Well its a change atleast.. I havent made up my mind abouth if i like it or not yet. I can say that this tips the balance of power towards the AI atleast, normally i would have to play against a cruel opponent or so to get a fair resistance, but now that AI are spamming cap ships that all are atleast lvl 4 when they come knocking its a whole different ballgame. This also makes taking territory alot more important as you really need lot of resources to push out the expensive ships. This is somewhat annoying as there is no chanse in hell you can turtle on one planet and hold off the enemy through clever microing of your forces. I even tried playing on easy to see how that worked and i just turtled on the planet and waited, i had 105 max uppgraded turbo lasers, 4 max uppgraded starbases and 5 lvl 10 cap ships when the EASY opponent came calling with a swarm of cap ships and wiped me out in one great blow. But then i havent managed to build a supercap ship yet,so maybe that will change things around. I noticed the 4 golams and that was a nice touch like you said. By the way i have up to date files for rebellion with tortoise but i see only CIC and the core file there for Reb is this correct or have i missed something? Anyway i guess ill play it some more and see if i get the hang of things. edit: i cant seem to build any supercaps in the current version i have of rebellion. I research the ship but there is nowhere to build it from, there are no supercap shipyard nor can it be built from the other shipyards. Please advice if there is something i have missed.
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Okay, thanks for fast answer. By the way in the latest rebellion version, you cant build the super ships and there is a 999 cap limit to start with. Makes for strange games hehe. But im sure its beeing worked on, just mentioned it.
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1: So far every faction has the same research (almost) and play very similiar. (same defensive structures etc) It feels very much like playing the same faction over and over but with a different look. I suggest making the research trees more unique to differentiate the factions more. I understand you are aiming for a true-to-rules way so adding in non canon stuff is a no-go, but you can probably do alot within just the research trees like for example having the CIC have huge bonuses to trade, making trade very lucrative for them while the alliance can have very strong culture to symbolice oppressed planets breaking away and wanting to join the new cool kid on the block etc. Prob lot of different things one can come up with here. 2: Allow for multiple golans around one planet, with rebellion tec for one can have 2 star bases. i dont know if this can be taken over 2 but even just 2 would be an improvement over the 1 we have now. (ideally i would like maybe 4 max) The problem with the one we have now is that it is just too weak to really defend anything as any cap ship compares with it. Also i suggest making some of the purchaseable abilities different from faction to faction. 3: Implement land based orbitol weaponry, there are several mods which has that done succesfully, and its sad that in sins planetbased stuff are completetely ignored but atleast we can have some stuff coming up from the planet. Examples are the empires hypervelocity gun or the ion cannon used by the rebels in the moovie and im sure laser batteries and missiles aswell. I think enhanced 4x mod for rebellion by goafan77 has some land based stuff. 4: I dont remember exactly what kind of new planet models were in the mod, but having some lush jungles and industrial planets etc make for greater variety and more fun. Easy to implement aswell. 5: The mod i mentioned in point 3, enhanced 4x also has another interesting thing, it allows you to hire "heroes". Im sure this is a controversial subject but personally i liked it alot. It worked the way that everyones home planet has an invulnerable structure that can summon 3 heroes, each have pre reqs that must first be researched. And then they level up like normal cap ships, but with entirely different abilities. Would be kinda cool to have some of the canonical personalities from star wars present. 6: Eclipse and executor as titans for their respective sides (if you even plan on implementing the two sides) 7: Instead of pirate ships bombarding your planets they can steal credits, same ships, same way of attacking just change the effect to leech money instead of dooing damage. I see this as more realistic than indiscriminatly dropping nukes on the valuable goods. 8: i think the current system with constantly spamming figthers free of cost is somewhat sad. How abouth figthers/bombers actually costing money. Or maybe having some better versions like tie defender that you can purchase a squad off and that can hyperdrive on its own. Would fit in well with the star wars universe where figthers/bombers could do just that and were quite dangerous on their own if properly equipped.
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The viscount in game is not balanced yet. In star wars the viscount star defender is a much better ship than the old executor. It has better armor, better shielding, more star-fighters, it has over 9000 weaponsystems compared to the executors 5000. Muahahaha. And its attending fleet will consist of nebula star destroyers, scythe class cruisers etc. This is grossly unfair ofc as im 100 years ahead of you in technology. New republic beats old empire for sure.
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Sure sure and at that planet there are 10 viscount's waiting for them and enough interdictors to hold them there while they get blown out of the sky. <-goody-laugh-and-rubs-hands>
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Aye very nice portraits. Some of these should be added to the mod imo.
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Hard one. I like every single faction, but if i HAVE to pick one out id say new republic, they are the good guys and they have the best ships. Wuhu.
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A first post (and naturally a request for the Eclipse)
malanthor replied to SCARGolddragon6644's topic in Features/ideas
Yes to the eclipse please. Awesome ship for the empire. In starships of the galaxy the executor has a challenge rating of 40, a viscount star defender 45 and eclipse 50. So its probably the most powerful ship-class ever built. Pretty please. The poor empire need some luvin. -
Im poor, but i would send you some if i could just use my visa info and not have to have a paypal account.
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Oh yes please. id like starbases very much please.
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Well if he sent me that spreadsheet or the calculation for how to do the math i could edit the vong and nr ships, or maybe help in some other area. Never done sins modding before so cant do advanced stuff. Edit: i got an exam coming up in 1,5 months so if you want me to do some work better get me started. Ive done some oblivion and dawn of war modding before so not totally noob in the area,just give me something easy to start with and i dont mind helping out a bit,
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I wonder what you calculate damage/hp/shield/speed etc from? is it taken from some official star wars ship stats in converted form or are you just tossing in some numbers that suits fluff? Maybe i could lend a hand with some simple stat editing.