Wow, thanks!
WJC3688
Any way to know which titans have the bug and where the weapon entries need to be placed to fix them?
Are these ref files anywhere out there? I made a quick mod to fix the Advent corvette bug for myself, only to realize that Smuggling spec from the Outlaw sectors DLC is now broken since the Ref files I used are pre-1.87. :(
Okay, it was a really easy fix--switching the order of the weapon data in the corvette entity files for the laser weapons does appear to solve the issue. So bizarre that this hasn't been patched after what is it, 4 years? Considering I fixed it myself with 0 modding knowledge in about 15 minutes (someone who knows what they're doing to start with could've done it in about 2 seconds) :/
A bug I've seen documented before, and which I've just now reproduced myself, is that Advent corvettes' laser weapons stop working after saving and loading an ongoing game--only their beam weapon will fire, which nukes their DPS. I have zero experience with modding this game or modding in general, but I was thinking I might try to make a simple "fix" that would involve setting the weapon damage on the corvettes' bugged side weapons to zero and increasing the base damage on the
[quote who="RespawnedTitanL10" reply="10" id="3473891"] I haven't played with TK much, but I suspect you can run away with the bombers while it's active instead of banging the bombers' head against the TK wall and taking damage in the process. You can for instance attack with only half the bombers, and keep half in reserve. Is the defender going to trigger TK? If so, at least half your bombers don't get damaged by it. Also, TK will deplete AM quickly (large AM cost, short
Did you read the topic? I believe I stated that this was a test about the viability of jumping in, sniping something valuable, and then jumping out. In another topic RespawnedTitan mentioned that in a scenario he tried a bunch of bombers were able to kill all the structures in a test gravity well despite 100 corvettes being present, so I wanted to try it for myself. It was never intended for a fight to the death.
[quote who="RespawnedTitanL10" reply="3" id="3473612"] Quoting WJC3688, reply 2A PJI is extremely cheap, less than the cost of even one carrier. Yeah, but presumably you can move back or forward with one [or more] PJIs dead, i.e. you are no longer discouraged by it. Being cheap does not mean easily replaced (in combat in particular if you kill the constructor frigates, something that most human attackers do). Also, the PJI might be cheap but it has a very long [re]build
[quote who="RespawnedTitanL10" reply="1" id="3473540"] Well, PJIs obviously work for trapping ships of any kind and forcing a longer fight/exchange. Why do you think that the bombers can't take out any structures in this setting if they could get to the Halcyon? Does it regen AM so fast that they can't just ignore it? What level was the Halc? An initial save game would help.[/quote] I should clarify that the purpose of the test was to test the strategy of
This is just a topic for me to post my test runs of fleet comps and situation using the dev exe. This is for my benefit as much as anyone else, so I'm just posting these in case anyone else is curious. To test the "bombers OP" theory further I set up the following scenario: An Advent gravity well containing 6 logistics structures, a starbase with 1 durability upgrade and no others, 2 PJIs, 2 repair plats, and a hangar (14 tactical); these are all grouped together so everyt
In a test run involving a flak ball with a halcyon against a bomber fleet, the halcyon got 3-4 TK pushes to go off before dying to the bombers. With practice you could probably time it to push the max amount of bombers before they fire, I just waited for a bunch to dive into range and then pressed it. Now the halcyon did go down with a lot of bombers still alive but the important point is that they couldn't insta-gib it. If one of those is hanging around you would have problems trying to
Sure have tried it. 140 gardas vs 40 percheron (80 bombers) is a hilarous pubstomp. Every original bomber was dead and the flak literally were killing the new ones faster than the percheron could produce them. Only 12-13 flak died to reach that point. 14 flak were dead when all 40 carriers were totally out of antimatter and sitting ducks. The flaks don't focus fire at all, or not nearly enough to kill their firing efficiency. Now they won't insta-melt a bomber flock fast enough to pre
I'm just a sleeper agent account planted ahead of time by Sinkillr. This has all been planned out long in advance. The Sins Illuminati will rise again!
That Radiance passive makes a nasty combo with Animosity. Getting stuff to shoot it gives it more AM to cast Animosity again, keeping a big chunk of enemies from shooting at your LFs and instead wasting fire on the big tanky capital. It's too bad it takes two abilities to set up, it's not really practical to get enough points in both to make good use of it. [quote who="56ktarget" reply="24" id="3460647"] Strange how Seleuceia thinks every new poster since 2013 is some sm
Very nice work. As a SP-only player this is the only mod I've seen that has really interested me and it does improve the SP gameplay imo. Thanks for your effort.
Oh I'm well aware lol. Only Stilat seems to be posting atm since everyone knows who the alts are. Hydraling got banned I think.
I don't think this was a serious post lol. But it would be interesting to know how viable a "flak rush" is in longer distances between HWs, like 5 or 6 jumps.
[quote who="Turchany" reply="16" id="3472797"] Quoting WJC3688, reply 15Please. No one ever said anything about "ICO-viable" strategies against "competitive" players. Setting up a strawman to try and knock down...... another typical under handed tactic of the Anti-Flak Lobby. If a strategy is not even near viable online, then it is not an excellent strategy, and most importantly, not even near OP. You could say starbases are OP because AI ships die to that mi
Some more tests. Today we send the Advent into the Frigate Deathbattle Arena 5 defense vs 5 disciples Flak wins with 2 ships left alive. I believe this is due to my micro improving since my initial cobalt vs garda tests. I just ran my defense vessels through the disciples over and over, then circled them when it got down to 2 because they would both turn in the same direction, allowing me to "blindside" them more or less indefinitely and rather easily. 5
[quote]Bringing up shield mitigation fast. i wonder how much different would it be to simply divide fire, so one cobalt only fires at one flak.[/quote] You do realize I was discussing Akkan vs Cobalt in that paragraph..... Regardless, RespawnedTitan has done some in depth testing with these more "optimal" firing strategies in his thread, in case you didn't notice. [quote]I did not really think of run-through strategies, my point was the Akkan could use more weapons
What I've seen is rather different, the Gardas sometimes move too fast an oveshoot their waypoints by a lot. See my post right above. Note that ships in Sins (regardless of type) won't reach their top speed if the waypoints are too close together. Without a recording and/or more details I'm not sure what you were doing and seeing. You can see the actual speed in the dev exe; it's in the "Entity Info" menu [c] under the option "Show Physics - Velocity" [j].
Oops multi-post
Oops multi-post
I agree that your capship won't necessarily be level 1, it very well could be level 2 or even 3, and those are also tests worth running. I just didn't feel like doing them at the time. I should note that the Akkan has very little in the way of meaningful combat abilities when it is by itself, Ion Bolt only disables the target ship for a few seconds and makes practically no difference whatsoever. The other 2 colonizers have stronger damage abilities and would probably fare better at le
[quote]The biggest problem I have with the flak vs Akkon test? The Akkon isn't meant to be a heavier combat capital, not to mention that of its abilities, you selected the only non-combat one it had available. Capital ship's power in combat come more from their abilities and (subsequently) level up rather than raw DPS (it's the same concept with Titans). At low levels they're meant to be more easily taken without support than at higher levels.[/quote] <p