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Personally, for cynos I just use 50 magnates, and only use devoters as an easy way to keep entire fleets down or for emergency cynos.
Adding/Removing that cyno ability from certain ships is a 2 minute workaround if you'd like to do it yourself though, I can help with the steps if need be.
I think the arbitrator wouldn't really fit the role of Cyno, as the cynoing ship sits still which wouldn't be a good thing for a drone ship, while the devoter's tank is decent enough to do that and survive. Don't forget that in Sins case, the cyno isn't instant travel(I did suggest that in a comment at the top atm) as well as needing allignment, so the cyno needs to be able to survive for a while.
Though admittedly, I have yet to use a single arbitrator in any of my recent games, I just spam abaddons with a few support ships(devoter, prophecy, guardian) and see 0 use for them.
I was wondering, with my huge love of hotdrops and all, is there a(n easy) way to make it possible to truly hotdrop a fleet? Like, warp in a devoter, pop the cyno, then get a fleet to land exactly on that cyno in like 2 seconds after clicking the warp command? If possible, making jump bridges(the structure/titan ability) a wormhole connection to the cyno instead of a "normal lane" connection? Might have to make the wormhole teleport radius larger to make it work properly though(if possible)
I understand the game has a lot of limitations to what is possible, so no worries about telling me ****'s impossible :P
Going further with this idea:
1) Capitals can always warp to cyno'd systems, while subcaps can only warp from jump bridges or through lanes. (thinking of how this might work with jump bridges, it would apply an AoE that gives ships a "capital drive" buff making them able to warp like capitals)
2) warping to a cyno(not through lanes) removes allignment and costs (for example) 50% of the capacitor
I'm going to be looking myself at removing wormholes from randomized maps, they are a pain both for getting ganked by all AIs at once, as well as getting AIs that are a bit easier to predict in their movement/behaviour.(AI sacrificing 90% of his fleet through a random wormhole where he can't send support is just silly :P)
Oeh, good job! :D
I made quite a lot of tweaks myself here and there, but definitely looking forward to the update and see how many of the tweaks will be unnecessary this time due to a lot of the new things being added in. I'm 99.99% certain it will be a ton of fun to play at any rate. Already got some 120+ hours into the New Eden mod and definitely not done playing it yet(Though having enough free-time to play is a bitch)
Он должен работать . Какую ошибку ?
The video is blocked in Germany because of the music, but these days what video isn't blocked in Germany xD
Oh no, you make it sound like my 100 capital supply tweak will no longer work properly once that ability enters the game D: (Wait... did it ever work properly anyway? The lag is real!)
Glad to see all the progress you've been doing on this mod though! Been tracking it for a very long time and I'm very glad to see it progress.
Will that squadron management also be applied to ships like the armageddon and arbitrator? From what I've noticed in my games, except for my own fleet, the arbitrator/lasurak transporter get spammed and I often see like 500+ infiltrators in a grid(until they run into my smartbombs, heh) Hmm, I should look if I can change AI build orders somewhere...
Thanks, appreciate it ^.^
Had the best hotdrop I've ever done so far in this mod. Never seen an enemy fleet drop that quickly xD
Something I've noticed is that AI behavior is really inconsistent, some rounds they barely make any capitals and other rounds they make a giant fleets worthy of fighting. Anyone know why? I assume it has something to do with AI setting(research/aggressive/defensive) but I have no idea.
Had a round where the AI had about 25 capitals at an insane rate(cruel AI, so kinda expected I guess), and some rounds I see no battles with more than 5 enemy capitals on the field. And then there is the AI leveling caps up to lvl 8 in the first 5 minutes while I don't even have 1 above level 4 yet...
This is for the change on how drones behave correct? Wouldn't triage carriers be kinda a non-issue since they usually are in triage anyway at which point the drones get docked?
Just a thought I had.
doing a 2 v 2 v 2 v 2 v 2 all on cruel... Definitely also interested in knowing xD Not sure what part of my (monster) PC is holding back it back, should look into it.
I'm guessing lowering the graphics might work, but will report end of this week perhaps with a better analysis.(Depending on your rig, might also be your processor, but I've noticed that in my case none of my cores are at 100% however)
Lord_Drokoth, after trying to add the titan spawn ability to the gallente titan foundry today for some 2-3 hours I have even more respect for you than I already had. **** feels impossible xD At least I managed to get the titan and triage archon into gallente xD
But definitely respect for what you(and the rest of the team perhaps, but I mostly see you responding) have managed to do with the mod so far, very incredible!
Trying to mod myself with more than just stat tweaking definitely shows how little I actually know about it and how much you (the team) seem to know about it.
Thanks for the update, was wondering how the progress was going(God I feel spoiled)
Can't wait to have those fights myself! My current Gallente gameplay isn't bad(Thanks to my own tweaks, admittedly) but very much looking forward to the next update ^.^
That sounds like a lot of work, you have one hell of a dedication ^.^ Definitely good job.
Damn, really nice video. Was wondering how you made that battle happen though but then read your description :P
Though it still makes me wonder, how did you control all of them yourself? I did not see the DevHax window so that didn't get answered :P Or did you do that in the parts of "mystery" where you teleported a bit in the future?
In any case, a really nice video! Definitely worth the watch IMO!
Anyone interested in teaming up against AI and then a huge battle after we've won? ^.^
I'll be available this weekend for such a thing.
On what ship are you seeing that? In the rounds I've played I have not come across that problem except with the gallente flagship(It doesn't have antimatter while MWD uses 60 antimatter)
Played a round as Amarr, felt quite bad that I couldn't use the setup I wanted due to lacking fleet supply.
Had 0 supply left with:
7 triage archons
5 SR revelations
Although not a bad setup all-in-all, I did feel rather limited(I slightly buffed it from 2 to 5 supply points in the beginning though)
I will go silly tomorrow and add 2.115x(125) the capitals and 2.5x-3x the normal supply and see how it feels then. Note, that change is definitely not recommended for a future change and will most likely make gameplay completely bonkers xD But I like bonkers sometimes, so I am going to do it xD
I am also going to play around with shield resistances, where I will go with shield mitigation but practically no armor and the nyx with shield RR instead of armor RR and see if that is fun to play with as well with gallente.
(Don't you just love people messing around with your hard-worked-on mod xD)
The mod is truly awesome though and I seriously can't wait to play more with gallente.
If anyone is interested in doing a huge battle in Sins of new eden feel free to hit me up, Though I'd prefer to use my files as gallente got a few much-needed boosts in it(until the next build I'd assume)
I'll also be buffing the Flagship tomorrow, not sure how I will do it yet but it desperately needs a few buffs xD
Having just done a match with the tweaked Gallente, they feel much better now, so once research and (sub)caps are in it should be fine without my tweaks I think.
At least my moroses were useful this round though because they regenerated capacitor and they are very powerful ^.^
2 things I noticed though, the moros only has 2 abilities it can spend points on so it is stuck with an excess 2 points. I'm guessing that will he will get another ability of some sort?
Neuts get stacked, a lot, like 30 neuts on the same arbitrator, I am all for insta-neuting enemy ships but kind of annoying to waste some 20 neuts xD(25 Nyx and 15 Thanatos all with neuts)
Aside from my few points that might make me sound like a negative ***, I love the mod! Gallente, even in this early state, is fun to play.
You can actually have more than 1 titan! Each Titan Foundry has a spawn-titan ability that spawns level 1 titans if you have enough resources for it. It's fun to insta kill an enemy titan with 10 DDs ^.^
(Note, above info is based on the .4 build, not the recent .6 build, haven't played Amarr yet in .6)
Personally I also love those huge battles, sadly the AI is generally lacking in late-game fleets. But at least till late-game there are quite a few nice fights to be had ^.^
25 nyx, 15 thanatos, 20 moros. Quite a stunning view ^.^(And a lot of damage)
Thanks for the response ^.^ I have no access to what progress is already made internally so I am just tweaking things here and there to test things out myself with what I do have in my hands. It's kind of fun to get back to tweaking sins tbh :P(Though I don't have the time to help you guys out with anything, sadly(Given that you would want more people to test/mod))
The research costs for fleet upgrades seemed really quite high while I was tweaking, I will see how it is while actually playing though because in-game it might actually be a lot different than it looks.
Really looking forward to the next build for sure haha. Seems like progress is going quickly over there ^.^
*Scratches head* I'm not even sure why I am doing this but... meh!
Switched Aeon and Nyx shield amounts(Aeon had more shield...), changed the planet-bombing of the Nyx to be the same as the Aeon, made the Nyx 20% faster than the Aeon and upped its armor to 55(Aeon has base 50), Hull to 95k(Aeon 98.5k) to compensate for lacking techs.
Will be doing similar for the Moros and Thanatos.
Hope I didn't break the mod someway in my tweaks, but that will have to show tomorrow xD Time for bed now.
If I didn't break the mod yet, I'm gonna attempt to add a triage thanny myself xD As well as add a neut to the thanny
Done some quick tweaking, and found the Moros issue. The moros has no antimatterrestore rate in its .entity file
That is for both the long range and short range moros, wanted to up it to the same level as the Revelation... turns out it also has 0 regen... Any reason why?
I upped em myself to the same level as the archon for now, and will test tomorrow.
Also upped the cap recharge on Nyx and Thanatos as they were running out of cap, I had not seen that ever happen with the Amarr race though.
Are you certain you are not running on highest graphics? Running the game on medium graphics has not caused a crash for me yet.
*The base starting level for capital ship supply and sub capital supply is now 0 and 2 respectively. meaning that the appropriate research will be required in order to begin constructing the appropriate ships for each size. and the supply at the start will only accommodate that supply required for the quick start ships.
It's in there in the change log ^.^
Played a round of gallante to test things out, lost the match because I threw it in the beginning though xD
Just wanted to check the different capitals out and didn't colonize any planets, then had a change of heart and wanted to actually win and started colonizing, then got roflstomped xD
Few things I noticed in my round(I know, gallante is very much WIP)
I had 4 SR Moros held at 0 cap by a single Armageddon, that seems kind of OP? Not sure if it was the Armageddon or the SR Moros is bugged, but all my 4 moros were at 0 cap and not regenerating even 1 point.
Could the flagship be made more... OP? ^.^ I remember in a early build it had ion cannons and things like that and was really quite powerful till mid-game until the enemy started insta-killing him, but now it is useful early-game only to turn completely useless mid-game and beyond where his damage is low and health is very quickly melted away.
Some Gallante things I noticed(Which I'm sure are in the works, just like pointing things out)
Gallante supplies are not yet equal to Amarr
No Hull/Armor/Capacitor researches for all and no Damage researches for the (super)carrier
The Aeon seems incredibly OP in comparison to the Nyx, though researches would probably fix half of that and my enemy had a few artifacts, but theirs had 140k health and 80 armor and wasn't even max level yet I believe, while my nyx was at 38ish armor and 80k health.
I will play a proper round tomorrow both as Gallente and Amarr, and will tweak some things myself so that ship supplies are at least equal.(16 vs 64 capitals... kind of unfair :P)
Also saw my enemy use an Archon in a Radioactive Field where he couldn't use his fighters and he got killed by a corpus armageddon and pirate reaper xD
So haiyooo, any news on that update?
Evolve will be releasing on the 10th so from that point I will definitely not play this mod anymore for a while but just wondering xD
If I were to sent in my subcaps the enemy fleet would instantly flee, and since I was leveling my caps I was keeping them back.
Right after that battle they engaged again with a similar fleet and actually managed to destroy an archon because the aeons weren't using their weapon disruption in an intelligent way, but that would be part of the micro'ing process I suppose.
Don't feel like thinking too much about it right now, but one thing that made me scratch my head was:
10 - Remove Dreads Smartbombing ability
Dreadnoughts cannot smartbomb as far as I am aware?
Part 1: Youtu.be
part 2: Youtu.be
Part 3: Youtu.be
Finally done :D
Because I am silly and like making videos for no reason, 3 parter upcoming of a massive battle(2 hour long fight), which is the sequel to my previous 2 parter battle. This time played my most random youtube playlist,hehe. Won't bother trying to make it available for all countries however, sorry!(There are ways around that block however for whoever wants to watch it)
Will post links in a few hours when they are done uploading and processed, just figured I would give a heads up.
@ModTeam very much looking forward to the next version! ;D Too bad the battles take the engine to the limit haha, not even my beast of a PC can handle it. :(
Processing(Not verifying) took a long while lol. youtube >.<. But that is part 2 unrestricted, had to delete 2 songs in the video.