[quote]You seem to be accepting the changelogs claims on faith alone.[/quote] Does someone really have to explain this to you? You assume statements from the devs are true unless [I]proven[/I] otherwise. The italicized word there is what you've been missing. [quote]Maybe you should spend a few less minutes insulting me for not accepting the changelogs claims on faith alone. (Lying! What lies? I don't lie)[/quote] You've lied twice now. I haven't insulted you yet in
Mazuo
Right. So we should instead treat all statements in a changelog as suspect as well as developer comments. Fine. Meanwhile, I'm going to keep on the logical train of thought and ask that people actually prove their claims before claiming they've been proven.
[quote]even from your original insult[/quote] Lying about the AI settings isn't enough now? I didn't insult you in either of my posts on page 1. Weak tactic here. [quote]they should spend a few minutes, and test it for themselves.[/quote] And as multiple people have tried to inform you previously, there are quite a few variables that simply looking at in-game income charts aren't going to uncover. [quote][B]there is no other AI cheating in the game[/B] even
Dear lord. Please stop spamming the forums with posts about how you've just confirmed something that is by all accounts false. There's a thread devoted to such an argument that you linked to yourself and an additional one on top of that. There's no need to crap up other topics with this nonsense.
[quote]I could replicate similar results in minutes.[/quote] Then maybe you could spend a few less minutes insulting FoePa for not accepting your claims on faith alone and actually provide proof of concept here.
Good thread so far. The one thing I'd really like to see once 1.1 is nailed down is the return of one of those damage type charts that was made a long time ago. Only mention this since you're taking the time to write all this up, a quick reference chart would be really useful. Especially like this one: https://forums.sinsofasolarempire.com/177607#1465607 Depresses me that we haven't had a new once since February.
[quote]Or better, limit the radius of damage.[/quote] Please, no. With Missile Barrage, I get to pretend the Marza is from The Last Starfighter and using Deathblossom. A significant reduction in its damage output will be sufficient to balance it, I'm sure. The large radius is what makes it appealing to use in the first place.
The mod only works currently with Sins version 1.05. If you're using any other version, what you describe happening is very likely to occur.
If by 'more players' you mean you and the topic creator, then yes. Unfortunately, Annatar, Kitkun and the official developer word disagrees with you. As for the suggestion to read more carefully, here's a suggestion for you. Don't post things as fact when you have zilch to back it up with.
[quote]Hard AI indeed gets extra resource boost[/quote] I read both the threads listed in the creator's post. Neither proves anything about Hard difficulty getting a free boost to resource income. Considering the changelogs have definitively stated that only Unfair gets such a boost as well as numerous players, I'll wait until Stardock or Ironclad gives us info to this effect.
I think it'd be nice from a fluff sense and I don't think it'd be hard to change. That being said, I'm guessing the devs have their hands full with beta feedback concerning the broken strikecraft squads etc. and are more concerned with fixing them right now. That being said, count my vote if it matters as liking the idea that as a tiny counterbalance to Advent having more strikecraft, and unmanned to boot, to have them decay faster than the other races once their host has died.
I'd like the hitting all opponents in range thing to stay now that it finally works, but I agree that the current damage setting is quite a bit too strong for the cost. It will devastate entire fleets. But I can see it would still have real use if it had enough power to weaken the shields of all the ships in that large radius it has.
Honestly, I'd think it would be better if the Subverter locked down ships individually with a drastically reduced AM cost and cooldown and a longer duration, but I doubt that's something that will be changed. As for formations, could Annekynn have a point? I mean, I gave up on them probably back in 1.02 as the difference they made in ship spacing was ever so slight.
This is just off the top of my head since I haven't played seriously in a while, but wouldn't Cobalts be able to slow, if not stop Subverters with their Sabotage Reactor ability? Just have the Cobalts come in from a different angle so your opponent has to choose to disable them, or your main battle fleet.
Then I'll definitely have to load up an Advent and Vasari game later to see the changes. Should be interesting. Thanks for the heads-up.
This has been addressed previously I believe at https://forums.sinsofasolarempire.com/319200 Make sure the Show Mesh Team Colors is enabled in the Effects menu and that Use Team Colors in the User Interface menu is disabled. That should fix your issue.
I've only played one game and for about 15 minutes at that, but one model that is completely redone is the TEC bomber. I liked the old one, but this one is mildly reminiscent of the B-2 bomber and I wuv it. Yes, wuv. I said it. :P
[quote]Just have the cost for the fleet go down as it dies off. What's so hard about that? Why not?[/quote] Mainly because you're simply not understanding what infrastructure is. If we lose ships in real life, the shipyards, training facilities, parts manufacturers, etc. all still have to be paid and supplied. Just because you lost 10 Cobalts doesn't mean the infrastructure you developed has shrunk any at all. Probably doesn't bear repeating as Ron Lugge already got to it for
Ah, somehow I missed that 'non' word in the original post. My bad.
[quote]Even if you only had one planet and a colonizer cap left you should have a chance to make a comeback.[/quote] Where is the logic behind this? Now two relatively evenly matched players concerning planetary control and fleet size should have a chance to rebuild if they lose a good number of their ships, but a completely beaten player should be able to rise up and win? If you've been sent running back to your homeworld and that's all you have left, you deserve to lose at t
Someone's going to have to refresh my memory on what TEC capital ship can do this to a whole fleet as I've played them a long time off and on now and I don't recall any such ability. Edit: Well, there's Ceasefire, but neither side can shoot then. And you can move just fine, so color me confused. And there's the Hoshiko's disabling ability, but you'd have to have a ton of them to halt an entire fleet.
[quote]So flaks new role would be?? Well not much as I can see.[/quote] Slaughtering fighters and doing low but reasonable DPS to the rest of the ship classes within its range? Without them, I'm not sure how you plan on protecting your capships from strikecraft swarms.
Right, but all those capships you listed aren't that race's battleship. I don't think anyone would argue that the other 4 need to do really good dps, but you'd think the primary battleship of each race should kick some ass. As it stands now, all 3 are rather good. I think all myself and anyone else was saying is that as the Kol's only offensive ability until very late in its development, the railgun as it's currently implemented is a wee bit on the weak side.
The size of the grav well also affects phase jumps I believe. So while it might be great to have a smaller grav well if it's a travel hub so it takes less time for your fleet to cross through, enemy fleets will also arrive that much closer to your planet.
I haven't had a chance to see this for myself yet, but yeah, let me add another vote to letting them take a decent while to get in formation and jump at once. Seemed about perfect to me in 1.05 on that front.