Vulturev4

Vulturev4

Joined Member # 3500488
3 Posts 12 Replies 274 Reputation

I like the flak where it is for the colonials. I played a huge single star map last night, I was the colonials, and the AI was the Cylons. I had to spend all of the antimatter I had saved up when two level 5 worldstars jumped me, but I liked how I had to choose between flaking the bombers, or using nukes. It was an interesting choice I had to make. I had to leave the planet when the AI jumped two more caps in there, I escaped with a few thousand points

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I'm rewatching the series since it ended. I am not to the final pegasus battle yet. I would suggest, maybe I am alone here, you should nerf the G's weapons so they are a step or two, maybe more, below the Pegasus. So when people go to build additional caps, they don't just build nothing but Galactica's. I cylon ability maybe you should look into adding. I found this in the Star Wars Requiem, boarding party. Maybe in the las

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In the series, I thought the Pegasus was a much more modern ship, and the Galactica was a dinosaur. I think if someone should get a Galactica over a Mercury, there should be at least some drawbacks. The G comes by default with the most armor, and most firepower too. Maybe that should be reversed. Have the Mercury be the heavy hitter, and if someone wants something that ccan also colonize, they have to choose a weaker Battlestar.

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I'm one of those freaks who enjoy playing the cylons. I think if you want the 2:1 or 3:1 cylon / colonial formula to work, either the cylon caps price needs to go way down, or the colonial cap price needs to go WAY up. To make it fair in that regards, people playing cylons need to be able to buy more caps. I played last night, the AI jumped a Galactica cap into my homeworld on a small map, it tore my fleet up, and I was unable to kill it, or even put a dent

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I'll give a whirl today. I have to admit, I am nervous about the colonials getting a buff, I almost thought they were too strong before. I was playing a huge map, I was the cylons, AI was the colonials, and the AI jumped 2 colonial caps, a lvl 5 and a lvl 6, I moved 4 of my caps in, a lvl 8, 2 lvl 6's, and a lvl 5. I lost three of the four caps, and I limped my surviving cap out of there. Was anything done to the flak? Thanks for all of you

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I use pause break. When I hit it, the screen says Paused towards the top of the screen. From there, you can do anything, you just won't see what changed until after you hit the pause break button again, and on the screen is says unpaused.

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What I meant was you can give your ships different commands while the game is paused, but you will not see the changes until you unpause the game. Pause the game Tell your ships to change directions, or attack something else, something like that. When you issue orders like that while paused, you will not see anything. Unpause the game, then you see what you changed. I think that is what he was referring to.

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You can change things while the game is paused. The graphics in the game don't reflect it until the game is unpaused, but you can do it. I don't use pause for that, but you can manage things while paused. P I think by default is set to Ping.

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I'm sorry if this has been covered before, but is this mod for sins 1.16, and not for Entrenchment. I was under the assumption from the top post, it was for entrenchment. I cannot get it to work in Entrenchment, put it in the mods entrenchment 1.02 folder, and when I enable it, locks it up. I take it out and put it in the mods 1.16 folder, it works fine in reg Sins. Is there another link for the Entrenchment version?

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I agree with the other ships being cannon fodder comment too. I played a small map, I had a Galactica class ship, level 5, and I jumped into the Cylon home world with probably 25 various ships, against their basestar and an equal number of ships... less than a minute or two later, all that was left were the caps going toe to toe. I love the increased nuke cost though.

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