yeha the asgard are cool, they are also my favorite, the only problem with them is that they dont have the firepower the other races do, they still rock thanks to the lokis, a typical defense fleet in my game consists of 5 of them with only Holograpic and usurpation in automatic, if they send a huge fleet to attack you will use it against them, and the ultimate asgard ship does rock too, it isnt invincible, the other day it almost got r@ped by a huge ancient fleet, and a lone ancient ul
tyr402
The hatak needs to be nerfed or its tech requirements upped, you only need 3 military stations to research and its strong enough to blast most other cruisers that need 5 (like monjlir), I have been hatak rushed so badly that it makes ancients destroyers rush look weak.
From what season are those pictures???
Okay, I love Avatar, I really do, but, I just dont see how you can make an Avatar mod for Sins.
[quote who="NHD-151" reply="835" id="2515963"]I honestly believe that the only buff necessary would be the colonials in a late-game way, because i had a game where i had a MASSIVE fleet of basestars (86 basestars and 2 resurrection ships, thats 36 capital basestars and 50 gammas) and i was entirely unstoppable due to the sheer amount of ion bolts form the capitals and the resurrection ship's healing lvl 6 ability. I get the feeling that even if there were a few Jupiters in the mix i'd still n
I didnt mean that why hadnt people asked to be beta testers here, i meant that Eomega just made a huge announcement that changes the timeline everyone had for the Mod and I didnt see any response from the community, maybe they did send their applications and their thoughts to the mail so point taken.
Im amazed you dont have any more replies to the thread after you mentioned the beta...... maybe you coud put "beta application" in the thread title? School and college are probably distracting the usual lurkers and posters [e digicons]:annoyed:[/e]
You just made my year, not a month has passed and 2010 is looking like a hell of a fun year [e digicons]XD[/e]
yeah kyogre i did wrote the post on word and then cut it and pasted it, sorry for the screwup, anyways what I said was: The base had its shield down, I choosed an non upgraded to run my test because its one of the few targets that has a relatively high armor (16) and has enough hull health to survive what I thought was a 3000 direct to health hit, the result was depressing, if the nuke
Normal 0 21 false false false ES-MX X-NONE <w:LidThem
How much damage does the lvl 3 nukes really do????, I was pummeling a starbase with a mercury class and it kept sendig nuke sin and saw only minimal damage (the starbase only had 16 armor so go figure) maybe the nuked need to get its damage upped or at least the antimatter cost needs to be lowered so that the nukes are a viable option to the flak guns.
Im in the middle of a 3 hour game vs a unfair cylon AI and I have to say the new things you added to the mod are amazing, only a few comments: Up the damage from the self destruct ability of the starbase( there was an epic battle against 7 gammas and I activated it to end that battle with a bang..... they were barely damaged [e digicons]8(|[/e] ) You need to check the ram ability of the mercury class BS, an AI wont use it that way but a mercury is the obvious response t
Maybe the resurrection ship could help with making fighter and bomber construction become much faster, in essence "resurrecting" the fallen fighters, it could also make the fighters more powerful, that way it really becomes a powerful adition to a cylon fleet.
Did you get the texture artist you needed??? No that Im one or anything, im just curious.
It was strange, only my first capship(the odin) was malfunctioning, I built 3 more and they were fine, now I go for the thor class for my first cap and the problem is solved.
The odin class capship doesnt attack ships on its own, does anyone else have this problem???
[quote who="Avatarofguidance" reply="1101" id="2458544"]okay i have hit a snag in the mod. everytime i build a frigate with a ability that targets all fighters in range like telekintic push or weapon jam it just keeps autocasting... can anyone help me fix this in the entityfiles? [/quote] I was playing the asgard and read your post in one of my breaks, I checked the asgard beam turrets and they also fire their anti fighter
Kyogre12, I noticed that the repair bays stopped fixing structures auttmatically after I researched the superior bots, maybe something there is causing the malfunction???
[quote who="FairyLiquid" reply="610" id="2437475"]The sentrus can use the shield restore on tooled up starbases makes for a good defensive ship as for the 70 gammas that was a couple of hours of messing around talking and building and an agreed time and place for the fight! i could never have pulled that many ships into a random battle they would have been spread out and unless you heavily outnumber them a battlestar will win hands down...at points i was easily taking o
Well, I finally got the hang on the newest version of the Mod, Cylons are still way to overpowered in my opinion, a perfect example is what FairyLiquid mentioned in his post (70 Gammas [e digicons]:(O[/e] ), the colonials need their own Gamma version or at least a frigate capable of holding its own against a gamma for a little while, but anyway, what i found to work againt the cylons is to be far more aggresive than them, never let them rest or they will overwhelm you with
I didnt know about it, I enabled it and nearly shouted wow too, first time i have felt vertigo on a game, makes me tremble to imagine watching Sins and 3d depth perception tech.
[quote who="Cadalancea" reply="601" id="2433649"]A lot of people are complaining about the Cylons having an unfair advantage with the gammastars and stuff, and how they're really tough to beat and take forever to take down. While I would like to see the supply cost of the gammastars jump to 55 or 65, I'm actually quite pleased with the balance to the game. I've had no trouble (relatively) beating the cylons on large or small maps (point blank included!) at hard or unfair AI. Yes, it is a long
[quote who="kyogre12" reply="597" id="2432768"] Quoting MercenaryMuffin, reply 596Don't know if anyone mentioned this, but the Gammas don't use their Raze ability on planets automatically, even when it's toggled. I have to individually make each Gamma use the ability. For some reason, sometimes abilities don't like to autocast. I'vve noticed myself that repair bays will eventually stop autocasting. I have no idea why it is doing that, and I can't seem to figure it out.[/quote]
[quote who="zexw" reply="979" id="2365417"]I havent downloaded a new version of this mod in a while. Does the new version have a texture for the ancient city?[/quote] Depending of when you last played the mod you may be in for a suprise
[quote who="Quirken" reply="159" id="2362046"] Quoting Whiskey144, reply 155well, I know that it is a possible and EXTREMELY TIME CONSUMING task to update something from 1.1/1.12 to 1.17, using something like WinMerge (which I happen to have). Also, you think that he'd be alright with me using his warped meshes&textures? I'd imagine he wouldn't have an issue as long as you gave him full credit for them and didn't really change anything in the mod. Yo