JJBuck2

JJBuck2

Joined Member # 3455407
7 Posts 42 Replies 14,652 Reputation

Well what about a combination of things...MB is definitely overpowered, I think most of the people here can agree with it. So what I'm thinking is take (dolynick's suggestion I think) and give MB a cone-type radius but with an unlimited number of targets in that cone and maybe 10-15 waves of missiles, each wave doing 125 damage. This means that positioning the uber-gun will take a little skill and will give the player defending against MB a chance to counter/kill the Marza b

377 Replies 1,215,816 Views

Update, fixed the Cleansing Brilliance ability to be a level 6 ability again, forgot to change it back after testing it.

8 Replies 3,993 Views

Well not to plug myself but I just posted a mod that upgrades capital ships and quite a few abilities including a couple of Transitive's suggestions (thanks). I dont think I wound up tweaking Animosity yet but I'll definitely think about it for another release of the mod (the one I put up is basically just the end result of about a weeks worth of tweaking and I'm hoping for suggestions and stuff so that I can put up a better and more thorough one).

15 Replies 67,274 Views

It works ok, problem is that the radius for animosity is tiny so you have to park your Radiance in the middle of a fleet to even get most of them to shoot at it. That being said, if you run it up to a Starbase and use Animosity the starbase wont shoot at anything but the Radiance and if youre giving 200% of what the Sb dishes out back to it...well it dies fast. The only problem is that so does the Radiance if you arent careful and dont heal it up well.

15 Replies 67,274 Views

Hey everyone. Just finished a Beta-ish version of a mod that tweaks capital ships to be more...capital and tweaks/adds some of the cap ship abilities. Heres the details: TEC: Kol -Adaptive Shield modded to include the Taunt ability from the Advent's Radiance battleship. Causes ships in the radius to focus fire the Kol when this ability is used. Sova -Missile Battery ability replaced with

8 Replies 3,993 Views

When you say base abilities do you mean the damage they do and their health, shields, etc or do you mean the actual abilities they have (i.e. the Kol's Adaptive Forcefield)? If its the first then if you changed the damage, the actual damage numbers in-game on the info card do not exactly reflect the numbers in the files. It's decided by a number of things. Any changes to shields, etc should have worked, make sure that you changed the right lines in the file. If its the

6 Replies 7,776 Views

Complete planet obliteration? [e digicons]O:)[/e] I tend to agree that theyre fine like they are. The Novalith is a total planet denial weapon and since by the time you have it you probably wont need more planets...The Advent one is really nice for not only seeing what your enemies are up to but really screwing the planet its hit with and giving your ships a serious boost while theyre there. Its not an "I kill you across the map" weapon but its definitely useful. The Kostu

2 Replies 2,558 Views

Hey I got it to work. Im working on adding the Animosity ability from the Radiance Battleship to the Adaptive Forcefield ability from the Kol but I'm not having any luck getting it to apply to enemy ships. The visual effects are there but nothing else. Heres what Ive got: TXT entityType "Ability" buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "AlwaysPerform" buffType "BuffAdaptiveShield2" effectInfo effectA

23 Replies 74,708 Views

Good suggestions Transitive, I'm actually working on changing adaptive forcefield to include an animosity-type effect but I'm having trouble getting it to work. If you have any suggestions let me know (everything seems right but the actual "is force attacking" effect never appears) and I'll let you know how it goes.

15 Replies 67,274 Views

[e digicons]:blush:[/e] Yeah I just found it and was waiting for the post to show up so I could say something. Thanks!

2 Replies 2,108 Views

Does anyone know if theres such a constraint as "MustNotBeSelf" or something like that? I'm trying to make it so an AoE ability can only apply to surrounding ships but not the caster and I cant find any examples of this in the other ability files. Thanks in advance.

2 Replies 2,108 Views

Entrenchment is mostly vanilla sins PLUS a few things, like you say. However, there are some gameplay differences and, obviously, vanilla has less units and no starbases. Basically Entrenchment is just "more" than regular Sins but does not sacrifice any features.

4 Replies 3,285 Views

Hey all, Im trying to mod the TEC carrier's ability to spawn missile turrets to making it spawn frigates like the antifighter frigate..which works. My question is, in the ability file theres a line that says "impulse 350000.000000" what does this mean and how would it affect the ability/the spawned frigate?

0 Replies 1,355 Views

The major differences between the races are subtle: for example, the TEC tend toward cheap units and brute force which is reflected in the abilities of their cap ships which tend toward either damage dealing or weapons/abilitiy boosts. The Advent have fleet synergy to the extreme which is to say that their abililties lend themselves to having particular ships with you and using the abilitites correctly. The Advent are also culture masters which, while wins thru culture are not act

15 Replies 29,451 Views

This is the second post of yours (Agent) where you talk about spamming Assailants and getting flattened...maybe a new strategy is in order? Besides, Illums are pretty much the best long range frig in the game and if he microed them right, well, yeah theyd beat you. Plus, the Vasari carrier cap is pretty much god awful as far as damage dealing and such go. Id say try mixing it up a little rather than going for the "almost necessary" Assailant spam.\ Edit: there I goes

10 Replies 10,114 Views

Thread jacker [e digicons]:P[/e] . I think because mines have the "Invulnerable" (Phased out) stat, they are immune from the Kostura effects. I spose if you sent scouts in and used the mine clearing ability it would affect them.

3 Replies 11,134 Views

It's supposed to be that way. It shuts down buildings for 3ish minutes (I think, that seems long so maybe not quite that long) but does damage to everything and disables ships for about 15 seconds. Starbases have the ship disable affect applied to them so they are only disabled for a few seconds.

3 Replies 11,134 Views

Ok about the antimatter thing, that makes sense. Another point, some of the civilian research techs are unclickable and outside the borders, this may be intended as well, just thought I'd point it out. Love what you guys have done, a full fleet of star destroyers headed up by a super sd is...well its glorious [e digicons]:')[/e] Edit: Forgot to add: scouts are too weak, they die almost insantly at anything above an asteroid, is that why theyre so cheap? Also

1,730 Replies 4,137,770 Views

Didnt read all the posts as there are a lot but the anti matter recharge on at least the Imperial ships is way way way too slow. Any fight they get into that uses anti matter pretty much just kills their pool for the rest of the game, meaning that they cant colonize after a while, etc. I looked in the GameInfo folder and for the Imp SD II the AM restore rate is .001 which seems way way low. I dont want to mess with the mod out of respect for the awesome job youve done but is

1,730 Replies 4,137,770 Views

I havent tried to see if it works but yeah Neilo, i have vista 64. Ill let you all know if this fixed it. @ Neilo, the EA download thingy that comes with the game might do the trick. I actually let it update last night, so we'll see if that fixes it.

14 Replies 60,773 Views

Im trying to play it and i get an error telling me to make sure Direct x 9 (I think) is installed and that i do not have hardware acceleration disabled, and that my system can support the game...I dont know how to find number 2 and trust me, I've looked. Number 3 is moot (my system can definitely handle the game: AMD Athlon 64 X2 6000 3.1 GHz, 8 gigs of RAM, Geforce 9600 GT 1Gig) so I think the problem is the first one. How do I check to see if Direct x is installed? I cant seem t

14 Replies 60,773 Views