Vulturev4

Vulturev4

Joined Member # 3500488
3 Posts 12 Replies 274 Reputation

I have been playing your mod since V.03, and I think you have done a very good job balancing the sides. I play both sides, and really, no one side is harder to play than the other. Your outnumbering idea works pretty good, there is just a difference in how you play each side. The colonials getting access to trade earlier than cylons makes setting up a economy easier for them, but in the long run, it's no big deal honestly. I think the cylon answer to t

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Hmmm, how about you do something about the gamma, with the model you had in the Worldstar's slot before this model was put in... Cannot remember what it was called. You could put that in the regular basestar's space, then just use the model now for the Gamma. I wonder about the Boomer cap, I have to admit, I haven't really taken the Jupiter into a real battle. The times I did manage to get one, I had the game under control and the AI had almost given u

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[quote who="koobalt" reply="758" id="2487557"]1. unpack the file 2. cut the folder "Sot13T v0.95 Planets" and go to: C:\Users\"your_name"\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041 and paste the folder "Sot13T v0.95 Planets" here. for me is: C:\Users\ASUS\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041 if you don't see the AppData folder you need to go to folder options

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I really haven't played with the Jupiter too much, but the one time I managed to build one, I really didn't like it. The whole instant Mercury ability, I can see that being abused, and what happens when you are out of supply, will that just keeps pooping out Mercury's even when your supply is in the red. When I had it, negative supply didn't stop it from making them, and when I stopped making them, I had over 500 supply points in the red, and 9 non cap Mercury's following it.&nbsp

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Is there any chance you can up the damage on the defense turrets you put in orbit? Playing last night, I was playing cylons, and colonial scouts would just run by many of them, sometimes 3 and 4, and take very minimal damage. I also like what you did on the Resurrection ship. I had to pair it up with another cap ship, but after it leveled up a few times, it supported its fleet just fin

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I just got done figuring out how to make a Jupiter... and finally did. After I accidently clicked the Mercury button, and watched the Jupiter poop a Mercury [e digicons]:D[/e] , I had an idea after I realized it wasn't a capital ship. Instead of having the Berserk Escort, you should replace it with the Mercury (non cap ship) that the Jupiter makes. Honestly, the Berserk Escort isn't as intimidating as compared to the Gamma, when it jumps in, I actu

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Hey Kyogre, I was playing this mod last night, and got tired of getting spammed with Gammas... so I built two Sentrus Battlestars, leveled them up to level 6, got the Board ability, and started boarding them... then I noticed every time I boarded one, I got charged supply points for it. I was cash floating by that point, and had more metal and crystal than I needed, so I couldn't tell if I was charged, but it looks like only my supply is being hit.&n

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I thought that may have been why they were on there. First time I noticed that, I was playing the cylons and I kept trying to tell my guys to shoot those things down, and they wouldn't do it. [e digicons];P[/e] Oh, and I love the colonial trade ships... the ships with the shipping containers on it. My compliments to the chef.

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Hey Kyogre, this may be intentional on your part, maybe not... but the trade ships for the cylons, are modeled after the Galactic carrier? Also I love what you did with the Gammas, maybe even the health is at a good spot, but I think that if you add a research level to obtain them, that it need at least 4 or 5 military bases for it.

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I think the cost of flak is just fine. If you lower the cost of flak, then you would have to give the basestars either the ability to build faster, or up their own weapons. The cylons fighters / bombers are basically their main weapons. If you make it so the colonials can wipe out fighters / bombers faster, then any fight would heaviliy be in the colonials favor.

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Honestly, I like the high cost of the Gammas, but I think that 22000 health is too much. Make it maybe half of the health, and it would work better. Last night, the AI jumped 5 gammas and a basestar into one of my desert planets, and it took me forever to get them out. Finally I had to jump my level 8 galactica, and two level 5 Warriors, on top of the 10 flack frigates and 10 Kodiaks already in there to get them out of there.

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I don't know about the old series, but in the new more recent one, pilot, they reference the destruction of many many more than just 12 or 13... Adama talks about losing 30 baattlestars in the opening attack, and Starbuck says that was a quarter of the fleet. Kyogre would know. He has proven himself as knowing the series very well, and built his mod around it.

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Its supposed to be that way. If you level a Galactica up to a level 6, and square against a level 6 basestar... the basestar doesn't stand a chance. He did that purposefully. If anything, I think the cylons are a tad underpowered, but if you use the caps right, it turns out okay. I think the balance is just fine as it is.

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