Odd that it works that way.. Thanks!
innociv
Flaks kill LRMS great if you fight them in an empty space with no caps involved. Throw in a cap, some buildings, and the lrms have done way more damage than the cost of themselves, and will finish up those things before the flaks kill them then simply retreat to build light frigs. Lrms are imbalanced when you put buildings and caps into the mix.
[quote]You put all the GameInfo files in the mod folder right?[/quote] Whao ALL have to go there? Meshes and stuff too? I thgouth it just uses the one you have there and all other ones it gets from your games folder? Basically, it checks mod folder for files first and game one second. Having to put ALL entity files and suc hthere is a waste of space. But either way.. others mods give me minidump. Uzii, even if i edit NOTHING and put the
I don't' know which of us said we wanted badly nerfed illuminators(besides the newbies) or who said they wanted these market prices so cheap and the credit:resource prices be 3:1 not the 3:2 we had before.
Oh I tried downloading some other mods and loading them and they minidump on load too.
ANYTHING i do, put any file in mods/modname/GameInfo minidumps on activating the mod. Even if I just copy an unedited file from the reference data into there it minidumps. IT only doesn't minidump if NOTHING is there. wtf am I doing wrong or is this just some bug? :/
Nope you didn't offend me. I was just saying, people don't like reading long posts usually so I tried to kep it brief. At the bottom of the post I noted that Skirmishers are an extremely underpowered unit and highly regarded as too expensive or not good enough. They should get 50% health regen because skirmishers cost 75% more supply and resources than disciples. At 700, or my proposed 800 change, that's a lot of health to regen at only 1. Most units with hig
Loading the mod minidumps. ANYTHING i put in mods/modname/GameInfo crashes when i load. IT only loads if nothing at all is there. Even if i just put in a frigate file and change it's credit cost by 5.. crashes.
In Multiplayer it's rather dominating.. Thank god they buffed PJI's!
IF I explained every little detail people wouldn't read it. ;p I think most peopel that have played a lot of games understand the reasoning. And no this won't perfectly balance things, it is just a short list to address the biggest problems. The small imbalances aren't much to worry about.
Ah gameplay constants. Now lets hope adding new ones doesn't crash the game..
Is there a way to mod the damage types or add in new ones? Same for armor types.
[quote]I agree with the majority of the ideas but think fighters shouldn't be buffed that greatly, you also have to take into account that fighter squadrons tend to be larger than bomber squadrons, even though I see your point that against flak bombers would still be better I think bombers should always be a better choice against heavier armour types.[/quote] I took into account that fighters have larger squadrans. Both their total HP is still higher, and flaks do more damage against fig
Another option would be to keep the AOE size the same and other things the same but make it effect a max of 5 or 6 units. But I'd personally prefer them be costly/in small numbers/be good. Cielo's could probably use a buffing, and overseers might need more than simply faster turn rate or not needing to face, but these are minor and I could see waiting. I wanted to keep this to sort of "bare essentials" and not bother the devs to much now :x
[quote]Stop with the subverters already! Without them the Vasari support is lackluster.[/quote] Subverters still have the -10% mitigation +25% phase missile penetration.. which is good, but it's aoe disable is better so no ones gunna spend AM on that ;) And note i've suggested the buff to overseerers. I'd be fine with a less drastic nerf than I suggested though.
Yeah I only want to see giant phallic ships piercing the vast infinitely large orifice that is space.
Well in 1.02 the races where well balanced and subverters prooved very overpowered then. Now, like I said, they're the only thing that keeps the race barely playable. The nerf to subverters i've suggested goes along with improving prices in the black market to 1.02 levels (As I said, new market system is good, the prices for stuff is not though) which will bring Vasari economy back up. Hopefully extractors will be buffed too, bringing Vasari up more. But buffed extractors wit
To person a bit bove about black market, yes basically what I was saying is we need prices more like 3:2 not he horrendous 3:1 we have now (which has hurt vasari so bad) [quote]Great list, I agree with most of it and want to generally say that innociv seems to be a cool guy Three things I'd change: 1) You are overdoing subverters. Yes, they are strong but over-nerfing things gets done really fast ... I'd go with a smaller nerf and if that isn't enough maybe another one later. Please don'
I really don't think what I suggested for Subverters is "too far". They are more than TWICE as good as all the other races 2nd support cruiser, yet costs almost the same as the Subjugator. Really, they're more like 3-4x as good. So is it too much of a stretch to have them cost. They're so good we've just been hiding how good they are from people, telling each other not to inform people about them. But i'll break it down: Advent Subjugator: 400$/80m/80c 5 supply<
HC's, something that tears up your buildings EARLY GAME, and caps, shouldn't have their counter be HC's. Also, increasing LRM damage vs. HC's isn't going to make them "super HC counterers!". It's just a 33% damage increase against them, that's not even going to make 2 of them able to take on a HC I don't believe. They'll only work in combination with other ships, which'll encourage people to use more mixed fleets instead of just HC spam. At the same time, LRMS currently aren't BAD a
Well I suggested just a few small tweaks, not changing a ton real fast. With flak vs. bombers, yes Bombers rebuild, but your carriers get killed quickly. The ships rebuildne at a time(unless you dock) and fly to their death. If you dock, it takes aobut 30 seconds. Best to jump out. LRMS are counterable but that doesn't mean they don't have issues.. Sure flaks are good against them, but they kill your cap and all your tradeports, labs, etc before you take them all out. Then
Well the flaks effectiveness against fighters is fine, or pretty much fine. It's just their effectiveness against bombers that needs nerfed, which simply means more bomber HP like I said. But like i said.. I'm hoping for a 1.035 for this stuff. [quote]I don't think siege frigates should be changed except that they should be more lethal.[/quote] If they keep their current cost they should be doing 35 DPS or so. Currently 1 siege cap costs less than 4 siege frigs an
I agree that many researches need to look at either with cost or buffs, but this is something quite detailed to go into and figure out. I would like those changes, but in 1.04 or 1.05. 1.02 had the same number of useless/not-worth-the-cost techs as 1.03, but 1.02 as whole was balanced between races and had working chat. I'd like a hotfix with these small changes. =] The new changes to ico, the commands, and all that are great. That stuff is much better than 1.02's, and i'm g
[quote]They're going to have team placement in the next patch. It's being worked on.[/quote] omg i hope this is true :o
Why not just keep it until 1.04 comes out instead of uninstalling? o_O HD space is cheap. 1.03 didn't go completely backwards. It had a ton of improvements but i guess there was just an oversight on how much the lower black market prices would buff tec, and how much the almost non-exsistant sell prices would nerf vasari. And maybe they didn't test multiplayer to see what happened to the chat like we noticed right away. They did a lot of good AI improvements and other things.