Malanthor

Malanthor

Joined Member # 3254453
1 Posts 7 Replies 220 Reputation

Hmm, good concept base there. If you had implemented it as it stands i would not have been disatisfied. However i am a bit uncertain abouth the number of psionic vessels, if all their support will be psionic how large percent of their fleet will be psionic in nature then? 2 support cruisers+1 capital ship. I have always been one for quality over quantity for special stuff myself, so im probably predidetermined in this area, so take what i say with a pinch of salt, hehe. I think i would go wit

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Something strange happened when i played plague and uppgraded the extracellular growth, think it was at lvl 1 and uppgraded to lvl 2. I was looking at a structure, a growth tank to be precise and i saw that the weapon cooldown and range stat listed at 15% suddenly weent up to 85% and then after a while it was at 20%, so seems that lvl 2 gives an extra increment :D the same happens at endospohore growth lvl 2, it then shows at 95% and at lvl 3 goes down to 30%. This might also hap

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Zombie has allready uppdated the files. It now lasts alot longer and gives more resistance and missile block, like 55/75 if i remember correctly. What you suggested would work too ofc. edit: the podpora class vtak has incorrect repair rates at lvl 2 amd 3 i believe. It isd listed as zero at lvl 0 and says nothing at lvl 3. Also zombie i dont totally understand the nano frenzy ability, so having trouble writing a description for it: it targets a friendly ship and lists dooing 1

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Good to see my sly attempt at humour was well received! [e digicons]:grin:[/e] By the way Zombie, the nano adaption cap ship ability gives 15% damage reduction, 25% phase missile block lasts for 20 sec with a cooldown of 45 and its a lvl 6 ability. Do this ability have hidden effects or is it really underpowered? Also ill be done with my 1 rudimentary attempt at descriptions in 20 mins would be nice if you could look em over real quick and let me know if im on the right

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No offense but i think that song is not very fitting for background music for a mod. I for one would get a headache listening to it, and now i dont mind turning off the music if i dont like a song but i think that a more instrumental, calmer kind of music do alot better in this role. The guy screams out the text and even though the text is somewhat piratish i dont feel the music is. This is just my oppinion offcource. If Zombie likes it then by all means go ahead, but it is somewhat

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Been trying to post for 2 hours now grrr. Loved the moon, excellent concept there. Havent found the alien starship yet but ill get to it. By the way: regarding moons. 1: How many planets will have them, only the starter planets or more? 2: Will you be able to build a starbase in addition to a moonbase in a single grav well? So i did manage to get some music into the mod but i am really clueless as to what music files do what. For instance fir

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Nice stuff. Yeah i agree, it should require a specialist team, and since sins dont support that i reckon limiting it to colony ships will do instead of every joe out there beeing able to do so.

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Strange i didnt get the music then hmm. Must have slipped up somewhere, what you just said i allready did pretty much. Ill get it to work, prob just slipped up somewhere. Good, so we can use this for hypercorp then? :) I have the music files allready in ogg format but im looking for something that is maybe a little longer, meaning: extended versions or something to last longer than 2 minutes. As for which theme, ehrr like generic music playing while there is not combat g

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Zombie besides converting the audio file into OGG placing it in the mods music directory and editing gameinfo/soundmusic with a new line and a new count, what do i need to do to say get a new music track playing for hypercorp? Is there anything i havent understood here, maybe the error lies in the name of the files. Could you just type in what i need to do if its not too much work. Im thinking the problem may lie in what i name the file, or a reference somewhere that need to be e

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How abouth this song for one of hypercorps tracks Zombie? Its music related to the resident evil movies, who revolves around an evil megacorp and its research - if you dont know. http://www.youtube.com/watch?v=KrnR0XQrD40&feature=related or this: http://www.youtube.com/watch?v=ENKkwYVX4J8 or this: <a href="htt

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Yup, editing stats is easy, used to do it a year or two ago. If i come up with some ideas that could make the factions stand out better i might give it a shot, and see how it works out.

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Well the golan 1 had a serious compliment of starfigthers, as in 24+, i think the newer models cut down on the figthers to get more firepower and shields but they also could hold a fair number of figthers as in atleast 12+. The XQ platforms could hold: what, like 3 squadrons of starfigthers? That would be how many, hmm i dont know how star wars look at squadrons, if it were our world it would be like 12 in each squadron probably but i cannot really say. The golans werent just turbolaser platf

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What do you work with Zombie? Yeah a update would be nice! Would like to take a look at the moons. If you give me a crash cource in the tedious details you need done id be willing to do them, but something tells me that would take as long as dooing it yourself. :D

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I agree with you that golans fit the empire better, so golans for the empire and XQ's for the alliance. (as buildable defences not the big ol starbase) :D and shiny new starbases for both! Hehe, and i didnt mean that the tec hangar looked like a golan in form just stat wise with the modifications i suggested. :D Right now the empire has the executor as their starbase what abouth giving them the golan model as a defence/hangar platform and see how it works, 1500 hull, 2000 shi

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Ive never noticed that on the first attack myself, well unless you built lot of defences and had a descent flet and they felt they had to wait til they had a sizable fleet or someting.

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Its been like that for a long time, ive noticed that the plague tend to use a fair number of cap ships aswell. Its kinda nice actually cause usually the ai hardly uses cap ships.

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Lol this is just soo stupid. I agree with the early posts that fanboys can never see the sun for their own mind. Star Trek! no Star Wars! The fact is we dont know enough to say anything for sure. What we do know is that the federation has more advanced technology, transporters, replicators, cloaking, cloaked replicating mines anyone, also there are alot more super powerful beeings in star trek. What we do know abouth the empire is that they are alot bigger, more s

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The issue is really in what role do you want the golan and the various other starbases to be in. I seem to recall that the alliance in Requiem uses an XQ(X) starbase? That is a pretty small starbase i think and not really a hardcore military installation, atleast not when compared to any of the golan platforms. It has far less weapons and well everything really. I think XQ platforms are abouth 800-900 meters, the golan on the other hand clock in at from 1,231 for the golanI

314 Replies 722,204 Views

For the pirates you could either let them skim more credits from others trade or income or implement something special like sporadic spawning of pirates that attack random targets. Type: The alliance between the pirates and others legitimices their existence and increases the number of upcoming pirates preying on "lawful" targets, many pirates in real life were just that, people with a license to raid the enemy of their benefactors. It might not fit at all into a shared

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