Ah, that could be it. I'd hit only 'entrenchment'.
ReiverTA
The Akkan doesn't really need base firepower upped - it's fairly reasonable if you get both broadsides working. What it needs is a less-completely-useless Colonise special (Even 1/2/4 would be an improvement over the current 0/1/2 extractors), and a slightly less situational Targeting Uplink - my own tweakings suggest a +5/10/15% damage to go with the accuracy and range make a very solid buff. As for the others... Eh. Kol, in my opinion, would stand to be shifted in role to an
Hey, uh. I think this just went insane. Having just installed Entrenchment, I converted my current mod files over to the new format (Relatively painless; thank goodness I've only got a dozen files changed so far). Specified the desired files (entities only), things to include (Mod only), and the mod directory to reference, and hit the go button. It then appeared to recurse through my entire C: (at least, the 'target folder' window seemed to search through the whole thing) for
A version for Entrenchment 1.02 is in the works. Given the size of the mod, it'll take a while. ;)
Even for capital ships, it would have its uses. The Kol's Guass Rail Gun is an excelent example - if it automatically targets Capships for preference, followed by other craft only if there aren't any handy, and only autofired when there was plenty of spare antimatter left (AKA 'got some to burn anyway'), you could afford to put it on autocast, because you wouldn't accidentally cripple the ship before you could pay attention to it. As it stands, you manage the
I'd imagine having some way to count hostile strikecraft - or at least, hostile squads in range would be entirely reasonable. Indeed, squads is probably the best way, especially if it counted as fractions (Because Advent squads have almost 3x the number of craft a Vasari one does, for example. And fractions would handily let it deal with "Six squads of one fighter each? Yawn. Wake me up when they're two fighters eac--oh there we go *KABOOM*). A range feature would be nice too
Aaah, that'd be why I couldn't find it. Almost a pity; I was tempted to enter now that I'd come up with an actual idea . ;) Will have to hunt down a copy of Entrenchment some other way, I suppose. Anyone spare a nickel? :P
It works well enough. However, it also involves building one of the weakest capital ships on the Vasari side to get it... And even then, as disruption abilities go, it's not terribly impressive.
Fair enough. :)
Say, I swear I remember seeing a 7DS modding competition in this thread. Am I wrong?
Update: Abilities can indeed be rigged so as to work after phase jumps (Was pretty certain, but it's nice to know , y'know?), and better yet, everything else is trivial. I'm going to work on hacking together a quick'n'dirty version of this... muahahaha. :D
Deceiver_0: My concern about the shuttle is essentially that once the shuttle's gone, what's to stop you creating a new one? Now, as a graphic effect for a building-based ability, no sweat. The Admiral buff lasts as long as a) the capital ship is alive, b) the Strategic Command center remains intact. When you fire the buff, a little ship flies off towards the capital ship in question, who then gains Admiral status (which includes a pretty little icon overhead so you can tell it apart)
Which bit? Brazillian_Joe's origional supercapital idea, or my Admiral concept?
Interesting idea on its modability. A little tricky to rig up, but... hmn. Perhaps, perhaps. It can certainly be done without the shuttle; and there's something to be said for the strategic factor of forcing one to send a high level capitalship 'back home' to collect their admiral from a large expensive building that chewed up all your tactical slots for the planet... :) I'd also like to point out that you've actually got three ideas going here - you
So is this program an extension of your manifest maker? Could the two be merged?
Hooray! We never did get the 1.16/1.02 ones; I'm more than happy to skip a version though. :)
[quote who="Alluceanot" reply="9" id="2228683"]Here's my suggestion for flagships. This could also open the option of a new win condition for destroying an enemy's flagship, sort of like an assasination game. [/quote] Ahh... tasty tasty bomber swarms. :P That said, I'm absolutely all for more game modes - if all you've got is skirmish/multiplayer, it'd be nice to mix it up a lil'.</p
Excelent advice. I'll do on forum, and then do a blog thingy once I've got it set up and running. I was mostly making sure folks wouldn't mind a multitude of threads floating 'round the forums. :)
Harpo99999: Just doublecheck that they are text files, not BINs. Just a thought. :) NoSpamMan: No, I'm afraid this is not useful for that. What sort of stats do you want to give to the wiki? You may do well to obtain a parser that grabs the relevant info from each file; though it must be warned this would lack all the Lore surrounding them and even the actual names (Without a lot of fiddling).
Yeah, that's largely my thinking. Not entirely certain if it can be done via a starbase levelup mechanic (If it can, that's even better), but otherwise, this is doable in base Sins. Actually, I rather like that fact. I may have to look into it as a mod. :)
No, this isn't a complaint, but a question. I've been meaning to buy Entrenchment for a while now; but with the new expansion coming out I'm pondering just how Stardock runs their specials - a lot of companies would offer a discounted bundle of old+new, wheras others offer discounts for old customers rather than new ones. So what I'm wondering is - if I buy it now, and they release the expansion next month, am I more or less likely to lose money on the deal than waiting till t
Actually, as of late I've had to be peering up close at the capital ships as part of the work for a mod I'm working on (Counting turrets, lol), and I have to say that, at least there (And especially on the TEC), the graphics really are impressive. Oh, some sharpened up textures and some animated turrets and radars might have helped, but by and large, they really are quite pretty to look at. :)
Aye, I looked at Scramble Bombers. Unfortunately, my question was poorly worded. What I'm after is the ability to spawn multiple squadrons of fighters, dependant on the level of the ability. Making a single squad looks straightforward enough; I'm now pondering getting it to spawn several. Part of this is probably that I'm just too tired - programming homework is killing my brain, but I'd feel better knowing how to do it anyway. ;)
The last point is incorrect - there is actually a bonus for the longest trade route. IIRC, it's something like .1 per planet in the chain per trading port in your empire (Regardless of whether they're on the 'longest route' or not). So you can have it add up pretty quickly, and it's worth doing. I personally prefer the refinery method, where you wanted as many short range routes as possible; it felt a lot more intuitive.
Superduper ultra ship? Nay. I do like the idea of an admiral that you can put on a capital ship, who then grants... I dunno, some form of fleet buff, though. That could be nifty.