Wraith: the Dart strikecraft refuse to attack other strikecraft. Allways when i let them attack an enemy fighter, they attack that host instead. What does do these Dart Fenzy do ? I though it would be a Force attack or something, but i dont notice any difference if its on or off. And there is no enhancement at the next lvl too. You should half the max. Strikecrafts each Capital. The Hive Cap got 20 Strikecrafts at lvl 8 (?) and i can't even see the Top of the tooltip a
Canute000
Very nice work you made. I realy like the strikecrafts, just 1-2 vessel each squadron not like other Mods 10-20. The Asgard are very vulerable to the Ancient ability Nano-Disasambler. A Capaital with these lvl 3 ability can take out all the Asgard structures ,Starbase and ships very easy and fast. I think that ability should be moved to a Asgard ship instead. Does the construct structures from the Starbase Cruises works for
Just finish your current version, and lets see how "laggy" it is. But i notice 90% of all fights are between Grey's and Grey's. They just attack the player when there is no other grey in the system. I a focus attack not shooting at something while passing the area. Some thing i notice - I didn't finished a game so far, but i surrender a few games and saw that the other Races didn't got a chance against the Grey's. The statistik show that they couldn't gr
Hurry hurry, need the new version. Want to see if that version runs smoother, its a pain to play with to curent one. But i think the lag isn't just the wrecks/debris i think its more of the heavy Grey NPC spawns.
Can you increase the start resources and/or add the Capital factory as start structure? I don't like the idea about more mines/planet, that mean much more resources later, that means much more Crap NPc fleets. Btw, i think you should increase the need support from the the V2.0 caps from 55 to 100, they are real powerful compared to the other. And the support need from the crap ones all to 25, i remember there was one which just need 8. The orignal Capitals
My tactic was, i waited until i could build these better support Caps (need 55 logistic). so i build the Cap factory near the mines to protect them a bit. Then i build 1-2 reseach station for the nessesary researches, research the stuff. Then build one for free and another later. 2 of these enhanced logistic Caps are a strong fleet, they got alot firepower and enough repair/shield/Antimatter to stay alive very long. And even the big NPC unkown vessel Caps arn't
I didn't got any problems at beginning. Like i said, all these Grey NPC ignored my Structures more or less, and just fought themself. Ok, they shoot at the Structures when they pass by, or drop a Bombardment plattfrom, but that nothing compared the old "universe at war". I even slow down my 1.Cap until i can get the V2.0 ones. I started 2 games and that worked well at both. Can't wait for the next version :-)
Akkan V2.0 got Repair too, and upgradeing dont work. Looks like these ability dont got levels so upgrading dont give any results Homeworld logist capacity, lvl 3 give 20 -> 26, but i dont saw any struture that need just 2 logistic, shouldnt it be upgrade to 28 ? Edit: You add 2 Repair abilitys to serveral Strutures/Ship, but the 2.Repair dont work. You can assign it to repair something with the 2. repair, but it dont do it until t
Its just me or anyone else got very bad fps (or ticks/ second) outside of pause mode ? Since i start the mod on a Medium random map the game run at slowmotion. like at any systems there would be big fights. I only got this at the later gameplay on mods with increased fleet supply. Progneitor V2.0 Ability Repair, When you try to level it up, it show Antimatter cost 0, cooldown 0, but you dont get this. Edit: Argonev St
[quote]ust wanted to ask why the mod hasn't been made more standalone from the start so it would just add those races to the 3 original. Is it because of game balance?[/quote] Because of the balance, do you realy think the Standard races got any chance against these new rances ?
btw i playing Colonies at moment and that problem isn't against pirate only. I notice when i command them manualy to attack something, often they stay idle after they worked their queue. But not allways, so i can't reproduce it yet. I request Kyogre's email to send him a safe, where he can take a look.
Ok i have a AI problem i encounter just with this Mod so far. It happen often that your ships,strikecraft,station dont attack. Special they dont like to attack Pirates. It dont happen allways, but i notice it serveral times. I have a save, where my Cap,Station,fighter are next by some Pirates, which attack some structures. An enemy Scout comes in and the Fighter engage it, and fly back to the hangars.
[quote]I would say every Battlestar should have the flak (which they do). I do feel that the frigets don't really do much except look take some heat off the caps. [/quote] At moment: Colonies got good guns and medium Fighters. Cylon got weak guns/Missiels, and Superior fighter (or at last very big Squadrons) so 3 Battlestars with Flak can destroy the entry Cyclon fighter with their flak (so long you dont let the autorepeat on), a
at first please adjust your frontpage, the download link show 0.4 but its allready 0.5. I waited serveral days, because i thought you got trouble to upload it. Any Frigs and Cruiser are still Target dummys, special against lvl 5+ Caps.At moment the only role i see for them are logistic. If you want that these non Cap's have some fighting abliltys double the HP and Armor better trippel it. Didn't you speed up the Scouts ? They are still to slow, just
Honestly, why do you buff up anything now ? That dont make any sense. So far i understood you want a primary Cap-fight anyway. And so far i know there arn't any fighting vessels beside the battlestars at BSG. Just remove all Frigs beside Scout (Raptor) and all Cruisers beside 1-2 Logistic/repair. Add instead some different Strikecrafts. You should reset all values. Because the base entrenchment stats was good balanced. It dont make a differnce when you got 100000HP and y
Since Starbases are very weak now against Cap, leave the shield for Starbases at last. But you need to overhaul the reseachtrees. There is no need for extra Capital damage reseach, because they are allready geting good bonus damage from level ups. Colonial: at 0.3 they was very weak against the Cylon strikecrafts, now they got a comeback. Maybe the flakburst is a bit to strong, it should take 2 burst to destroy a strikecraft, at moment 1 bu
1. at the archiv, the Mod is inside the Sins of the 13th Tribe folder, so you need to move the Mod folder after you unpack it into. 2. Some Capitals/cruiser still got Shield regen abilitys, but no Capital got any Armor repair ability. 3. ok i didn't played 0.4 yet, but my expierience from 0.3 and your changes let me thing, Frigs and Cruiser dont have any chance anymore against any Strikecrafts. You buffed Capitals, Strikecrafts,Flakburst .... but i think you should lower