Alliance: Military Reseach: I think there is something wrong at the Missiel reseach tree. Shaped Proton Charges got "Damage increase 5%" but there are no ship,Structure listet which are improved. Same with similar researche.
Canute000
[quote who="Hegemon76" reply="3891" id="2518375"] The upgraded first races (TCA etc) will that be allowed to have their capital ships level up? I really enjoyed the TCA until I found out they didn't level up. The computers eventually smashed me. It was quite annoying. .[/quote] So far i know any capitals level normal up. Did you build ships that used Capital crew points or just Battleships (Capital like ships from the cruiser build menu) ? </
[quote]One thing that I noticed, you gave the TEC starbase the ability to move. Well, the problem is that it won't move on its own, you have to make it. I'm not sure what's causing this but it sits in place and will not approach attackers.[/quote] No they will move at their own when you set the engangment range from "Hold Position" to "Gravity wall"
like i wrote before, the structure at the archive is bad. check the Mod folder, open the Dark Secret folder, copy/move the Dark Secret folder inside into the Mod folder, delete the old empty folder. But dont await alot, the Skeleton race is a 95% TEC clone, and play like TEC.
The Archive got the Mod behind a folder. Please correct that.
Yeah the Colonial voices are very nice, they just sounds strange for me (i never hear the original voices just the german ones). But it would be hard to add similar voices to the Cyclons. Maybe some samples from the brabbling ship-hyprid, can't remember what she said, but since its confused it dont realy matter :-)
[quote]And the Raptor bombers are great, except research makes the fighters do more damage than Raptors do per shot. Add in the numerical advantage of the vipers, and bombers tend to fade away. The range advantage of missiles doesn't hold up when you've got fighter-style movement.[/quote] This is a generell problem at Sin's. Bomber pilots have a pretty short lifetime compared to their Fighter comrads. They draw to much attention, have lower count at the Squadrons and are slower.
You eliminate succesful the shield down voice from the Colonials ! :-) But at last the Cyclon Basestar still got this voice. Nuclear Missiels Ability: I think you should half the Antimatter cost or increase the damage by 50-100%. The Capitals got hugh amout of HP so this 2-4k Damage dont affect them much special while the Armor reduce the damage (not sure about that). Beam Defence turrets:
The Colonial Shield restore is still usefull to support a starbase, special at empty space. Can you please enhance the name of the Vipers ? Squadrons improved: Viper,Viper,Viper (shouldnt it be Viper Mk II, Viper MK V, Viper MK VII ?)
new version old bugs :-) kyogre12 cares more about how the ships look then how they fight. But i think these peace treaten thing with pirates is a hard to track down bug anyway.
Check the https://forums.sinsofasolarempire.com/357475 Mod. Infector race, Jarrasul Capital can spawn Scouts. Combat race, Mothership can spawn even a bunch of different Frigs. And one of these Frigs can even spawn more Frigs.
Some idea about the the Starting Ship (Mothership, Needle, ... ). What do you think about that these ships should be able to Spawn Frigs ? Like Long range, Siege and Anti-Strikecraft frigs one each 60 sec with just antimatter cost. Since these Starting Ships are unique and not rebuildable that just would be a nice bonus but not a main-feature.
At first, Very nice work you have done. Kushan: Mercy vs Matriach, both are the Repair ships. Mercy is a Frig. but got more Hull,shield,Firepower then the Cruiser Matriach. Matriach got more antimatter. I think you just should exchange the stats of these 2 ships.. And the Fleet support need you should exchange too, the frig need 10 while the cruiser just 4. Firelance: Description, "... frigate equiped with massive ion weapon"
Invisible Race, allways crash the game when i start to build anything (Capital shipyard). Reseach tree's looks pretty empty/unfinished.
- At the archive, you need to add a subfolder before all the Mod infos, like you did at the previous archives too. - Can you edit your startpage, so it just show the latest version ? - Pirates, Defence research, the lower researches are not accesable. Mines, Trader for Starbase, ... Edit: - Unkown/Combat Battleship got Autocannon, shouldn't be that Plasma instead ? There is no Autocannon research. - Unkown/Combat All Cap
Anti-Strikecraft Frigs, like the Garda from pirates at example. Normaly these Garda are following Strikecrafts to shoot them down. But against Ancient/Wraith they ignore the Strikecrafts and attack straight the Ships. That means the Jumper/Darts are no "targets" for these ? Freyja, i dont even notice this small shield regen effect. And there is no positive "green" effect shown just the negativ "red" one. And when the Freyja is using the ability its
[quote]Does anyone have problems upgrading hull and armor for the Wraith?! Please help, like 85% of the time the research is broken, and 15% it works.[/quote] Ok, i just started a new Wraith game to watch that. But i can't confirm that, all Ships,Starbases and Structure got the HP bonus after the reseach. Same with the Armor research. 2 more Bugs/Anomalies. - Anti-strikecraft frigs don't focus on Jumper/Dart's. They just attack regular ships inst
[quote]I love the Atlantis city, the model is pretty cool. [/quote] I dont like it. Compared the build cost, reseach need, firepower and abilitys the City is pretty useless. From the Cost,support you can build 2 Infictus Juggernaut and you are more flexible then with an Ancient city.
btw sound, did you disable the voice output for "the shields are down" yet ? At Stargate Races Mod, the Wraith dont got shield too. You still get the text msg. but no voice output.
Can you stop posting screenshots please and work more on the next version ? :-) I don't care how a Cylon raider or a Colonies Viper looks because i rarely look at them. I am more interested how they fight then how they look. P.S. that the Galactica wins over a Worldstar is nothing new. Just compare the Build cost and the Fleet support. If the Galactica couldnt win you did something worng with the balancement :-)
[quote]Asgard, the Eir Restore's Ability Shield Restore[/quote] The Asgard Cruiser "Eir Restore"
[quote]I have no idea how to install the mod and enable it! Can someone help me? I am a gamer, but a noob to mods. [/quote] Looks like you don't even know how to use the Search top right side of the page. Bug: Asgard, the Eir Restore's Ability Shield Restore don't work correct. I manualy let them restore some shield but nothing happen on the target's shield. It boost it own shield instead.
[quote]I have entrenchment 1.02 but it does not work. I have same problem with all mods I tried.[/quote] Must be a simple stupid installation mistake 1. on Vista Unzip into \AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03 AppAata is hidden when you dont let you show the explorer hidden files. On XP it is similar, look where you can find the "Mods-Entrenchment v1.03" folder (search at the explorer
a known issue, allready report that on reply #155.
Yep, its working. Can you maybe add to the tooltip that these structures need Fleet support and how much they need ? Bug: Start to build 2 or 3 different structures at once. I mean start to build hangar defence and then the repair station, both abilitys running the cooldown. After the cruiser build them, he will build another ones without any activation.