innociv

innociv

Joined Member # 3046772
11 Posts 465 Replies 21,144 Reputation

You know tec is intended to have more hull and less shields, and vasari be in the middle though? :x Though if you change it that's fine, it's your mod after all, i just hope you adjusted how their cap ships level and stuff too then? Plus tec has much better armor tech to better buff their high hulls.

29 Replies 22,180 Views

I think the devs said 1.04 is likely coming mid-late next month. Which IMO, is too long, for this bad imbalance between the races stimed from the black market mainly to continue on. It would take no time at all to fix it really and release a hotfix. It took me just an hour to fix a bunch of things except for the chat. Not to mention insufficiant changes to LRMS. Tec's where plain buffed. AntiMedium is such an overpowered damage type on such a high dps unit. I think i

190 Replies 205,185 Views

Just because Assailants are tier 1 just means you get 2-3 less flaks. [quote]For that 4 fleet cost they have an exceptional amount of health and armor regardless of the damage HCs do. Per fleet nothing really does a lot of DPS to flak.[/quote] Yes. I tend to make a lot of flak as vasari or advent. Advents are only 3 supply, vasari's are 5(which is low for vasari) and get well over 1k hp with upgrades along with 3.5 armor. With most things doing 25%-75% damage to a

25 Replies 14,009 Views

This happens to me sometimes if i load the game while it's minimized. Reloading it would always fix it. By the way, "very opaque" would mean "very impenetrable by light." Opaque is the opposite of transparent. Very opaque planets would be working as intended.

5 Replies 2,072 Views

NO IT DOESNT NEED SWITCHED BACK. It needs to stick and have colors. The devs did a good job on making the ingame and ICO work between each other, chat beep, the scroll bar jumping down from all the join/leaves. Oh, and yeah, theres your improvements. Theres only TWO bad things(Albeit really bad), your last message doesn't stick, and there are no colors. Theres like 20 things they improved ffs but you're too blinded by your ignorance to see them and just go "B

10 Replies 9,312 Views

I hope you weren't referring to me when you said "Wow less dps/cost, because those are the only two factors in deciding what an effective counter is" No they don't really tank HC's easily. But everything but HC's, yes, they tank pretty good. Enforcers do 25dps against them. Composite damage is 125% ontop of an already high 18-20 dps.

25 Replies 14,009 Views

Congrats. =] On a sad note it's sad to see those other games on the top 10. Not much choice in PC games this year and last.. Same games that've been there for like the past few months pretty much too.

16 Replies 47,083 Views

[quote]No custom maps for me, and the same problem.Opens up a black "window" and never starts.[/quote] Sounds like directx problem to me. Try reinstalling directX. [quote]I've got this problem too, but it was happening before the patch too...I get a dump error...don't know if that helps.[/quote] Do you have a mod which you told to load at startup?

5 Replies 4,105 Views

No. It's an improvement. It just needs sticking and colors back. Which are, yes, HUGE HUGE flaws ontop of a big improvement, huge flaws that ruin the improvements. They probably just didn't actually test it online to notice what we did.. I'm sure they're going to fix it. I believe they already said it'd be fixed in the next patch. Anyways, already been brought up. Devs already know about it. Calm down.

10 Replies 9,312 Views

Like Astax says. Only really works with advent, and not THAT well. Scouts kill LRMS 1:1 basically. So really to do well against the lrms you need 3 per LRM, and even then you'll lose alot of them. Flaks are better as they can tank well, you won't lose many, 1 flak will use less supply than 3 scouts, etc etc etc. Adding in a few scouts is good as they do more damage(not just per cost, but more damage period. 6dps against lrm's vs. the 5.5 of defense vessals), but y

25 Replies 14,009 Views

[link="http://rapidshare.com/files/100119774/balance.rar.html"]http://rapidshare.com/files/100119774/balance.rar.html[/link] I made a mod with all these changes EXCEPT: * I just made subverters be 7 supply, 70 cooldown on aoe disable, 25 duration on aoe disable. * No changes to fighters damage type. (not possible to mod this.) * No new damage type for buildings. (Again, not possible. So LRMS will be doing 50% damage to both Buildings and HeavyCruisers, instead of 50%

114 Replies 151,959 Views

More problems. >_> When trying to give fighters a new damage type I added to gameplay.constants DamagePercentBonus:FIGHTER:CapitalShip 0.25 DamagePercentBonus:FIGHTER:VeryLight 1.0 DamagePercentBonus:FIGHTER:Light 2.0 DamagePercentBonus:FIGHTER:Medium 1.0 DamagePercentBonus:FIGHTER:Heavy 1.00 DamagePercentBonus:FIGHTER:VeryHeavy 0.25 ChanceToHitTargetType:FIGHTER CAPITALSHIP 1.00000 INTERCEPTOR 0.650000 BOMBER 0.100

2 Replies 2,723 Views

Thanks. I have another problem ;p When trying to give fighters a new damage type I added to gameplay.constants DamagePercentBonus:FIGHTER:CapitalShip 0.25 DamagePercentBonus:FIGHTER:VeryLight 1.0 DamagePercentBonus:FIGHTER:Light 2.0 DamagePercentBonus:FIGHTER:Medium 1.0 DamagePercentBonus:FIGHTER:Heavy 1.00 DamagePercentBonus:FIGHTER:VeryHeavy 0.25 ChanceToHitTargetType:FIGHTER CAPITALSHIP 1.00000 INTERCEPTOR 0.650000

10 Replies 6,595 Views

added in to the original post that we need random extractors option back. Also AntiLight damage type(which fighters use) has 75% chance to hit bombers. For the new FIGHTER damage type i've suggested this be 100% chance. This will boost fighter damage by 33% vs. bombers [B]so that they (bombers) aren't too much harder for fighters to kill compared to flak after the bomber 50% HP increase.[/B] Astatine, the ability comes in automatically with autocast after the skirmisher

114 Replies 151,959 Views