Uzzi has his revised mod out today.. cant wait for hte combined version. To make it easier for now, instead of unique abilities.. why not really beef up one power on the L10 cap ship? Example..the TEC Kol Capital ship.. beef up his main ability beam weapon by 50% (forgot name of ability) for the L10's only.
Kreyson
In my opinion... play a couple games in the basic vanilla version of the game straight out of the box with the latest patch. Ok, i know what you need. If you like single player or play with a friend i have the perfect mod for you. Currently as is, you can have only one mod active at one time. But, the modders can combine mods together. Then try out this mod, gives you lots of new planets, planetary bonuses, new technology levels (getting to max level will be epic)and balanc
Skyline.. Uzzi is coming out with a new version saturday/sunday. Will your new release contain the updated version? **EDIT** Wondering.. can you beef up the increment stat/bonus increase for the L9 and L10 capital ships? Not much, but say if it is 10% from L8 to L9 make it 15 or 20% instead? L9 and L10 ships are hard to get and take some serious time and experience. These bad boys should be legendary in status and worthy of respect when you see one in the battle fie
After re-reading the patch notes in reference to easy and medium AI's, i think it is a TYPO. It should be that the AI is less likely to gang up on EASy and Medium modes. Hard-is left unchanged. For it was noted that at hte bottom, the AI is LESS likely to gang up on players.
Interesting... It does tie in with the free loving, hippie, sex on the beach style. Can be contagious to neighboring planets...
I guess as far as paradise planets i am just going by the stats you have posted here. I have yet to colonize a paradise planet yet. So i dont know what additional bonuses or stats are there. Like how there are bonuses for Naval Base. Just offering imput and it stood out on how it is less viable than a barren, forest or water planet. "Basically it is a peaceful world with no military importance. This is why it has low health, and minimal orbit structure space. [B]However, it has anot
Will V1.04 be mod friendly and be compatible with 1.03 mods? Or will it break everything and the mods have to be re-written. Thanks
In the mid to late stage of the game (when you have beefed up your armor/offense), pirate bases are fairly easy to take out. Just have several capital ships and a medium support fleet. Awesome awesome XP for them to level up on. Remember, they are basic ships, no tech advances and NO shields. Basically pound for pound one of your ships equals four of theres. Jump in, stay on the edge of the gravity well, wear them down, if things look rough, jump out, resupply quick and jump
Also, can we have more options on larger Fleet Sizes? Like +50%, +75% and +100%? Instead of the existing -25% and +25% Thanks for the great community feedback and game support. Kudos to the developers.
"-AI is likely to gang up on the leading player in Easy or Normal." Really need to reconsider this. On larger maps or ones with 2 or more star systems. It is Very very difficult to do missions for AI's on the other side. Games with 3 or more AIs. The gang up factor is pretty high and really detracts from the game. This is also exasperated by the fact that we are dancing to the AI's tune by having us ALWAYS reacting to there missions. They are setting the terms/mis
Oceanic Asteroids: 4 - 6 Crystal Max Pop: 70 Max Health: 4,500 Max Civilian Slots: 32 Max Tactical Slots: 35 Explorable: Yes Barren Asteroids: 4 - 6 Metal Max Pop: 40 Max Health: 9,000 Max Civilian Slots: 36 Max Tactical Slots: 35 Explorable: Yes Forest Asteroids: 1 - 2 Crystal | 1 - 2 Metal Max Pop: 220 Max Health: 7,000 Max Civilian Slots: 32 Max Tactical Slots: 35 Explorable: Yes Urban Aste
I would really like to see the AI changed so an AI on the other side of the star system or in a completely different star system will not attack another player or AI miles and miles away, that is NOT a threat to it. I would be nice to for the AI to have more of a "preference" to attack adjacent star systems first, expanding its empire as a higher priority.
I see Progress!!!! Progress on v1.3 Planets - 100% |||||||||| Bonuses - 0% Textures - 50% ||||| Strings - 70% ||||||| Icons - 100% |||||||||| Abilities - 100% ||||||||||
Isothewise, we can not change the base ship stats. If we do, it destroys the entire principal of this mod by beefing up the cap ships. If we beef everything up then, we may as well go back to vanilla Sins. Basic principal of this mod is to beef up cap ships and planetary defenses, so they stand out from normal ships.
ok, tested it, and reproduced it twice.. i was playing TEC against TEC on a small random map. I destroyed an invading Kol battle ship, and each time i destroyed it, i got a minidump. I also think the amount of income and xtal/metal asteroids should be left to the normal vanilla amounts. Drastically increasing income to the game is severly unbalancing alot of things,
Icedude, are you planning on merging your mod with Sins Plus? Uzzi's mod.
I L-O-V-E Pirates! I can not think of a better way to Power Level up my Capital ships.
The 10% increase per level could work, just make it so that the final L10 ship will have similar stats as your standard L10 one from your latest build. With this, the XP leveling curve should be a bit tuned down.
I think cutting the XP per level should be about half of what it is now.. say 1,000 instead of two thousand.. this puts it roughly double or triple normal XP progression.
Since one of the focuses of this mod is to beef up capital ships to become the super star destroyers they should be. Any thought about increasing the ship bonuses with the higher ship levels? Going from L9 to L10 which requires a shit load of XP should have a monsterous bonus increase versus going from L2 to L3. One idea is to Double the capital ships hit points and damage instead of triple and give more hit point/damage bonuses to the cap ships for each level and with higher
Any way to add more levels to the technology tree like in the distant stars mod? Since, this mod is more ofr hte medium to larger maps, we research through the entire tech tree pretty fast.
It was on a different fight/fleet that he fled from me.. actually, i think i outnumbered him by a small margin. perhaps 40%. On the other battle at his home planet, even though i outnumbered him 3 to 1, he stayed and fought to the last and brought in reinforcements. 2 seperate battles at different locations with totally opposite AI response.
I agree with the majority here. The demo is just a D-E-M-O to give a potential customer a preview or feel of what the game is. Not just a free mini game to play over and over again. You should know within 90 minutes of hands on playing whether or not you will buy the game. Personally, i think being able to play for 90 minutes is pretty generous.
I played a few games over the weekend. Mixed results on the chicken AI. Sometimes it will ping pong back and forth, back and forth. Other times it will stay to the last. not sure what the conditions are for it to stay and fight or flee. Seems that if it flees, it will flee nonstop. One thing i did notice, that i carved a path of destruction straight to his home world. I outnumbered him about 3 to 1. Long Long battle. All the meanwhile he called in reinforcements from nei
""The AI homeworld. They even have a planetary shield. That's 43 Gauss defenses and 10 hangar defenses, PLUS 2 PJI's..."" Damned skippy! Taking over the home world should have an epic feel to it:):)