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Comment History
Diablo_Cow
Diablo_Cow - - 23 comments @ Covenant Defenses - The Patrol Station

Will there be a limit to the number of Patrol stations per planet like how the UNSC could have placed a limited number of mines in the past? Or will it be more like the SMACs where individually each station can be a threat but they are much better when deployed in groups?

Good karma+1 vote
Diablo_Cow
Diablo_Cow - - 23 comments @ Sins of the Prophets

Actually if possible, I too would like to know. My first guess would be around 10k credits, 4k titanium/deuterium. Since the closest thing SOTP has to the Infinity is the Thermopylae. I'd also imagine the initial research would be around the 10/4 scale as well seeing as it pretty much takes the cost of two Thermopylae to even build one when you consider research costs.

Good karma+1 vote
Diablo_Cow
Diablo_Cow - - 23 comments @ Dev Q&A October 2014

Why is the Eion replacing the Athens? I was under the impression that between last year's December release and this year's July release that the Athens wasn't good enough to justify taking up capital ship slots and it was better than the Eion in the frigate role.

Good karma+2 votes
Diablo_Cow
Diablo_Cow - - 23 comments @ Sins of the Prophets

Wait is he using the main folder or a sub folder? I had this exact same problem when I tried enabling. Turns out for some reason the mod comes in two folders. The main/header is called Sins of The Prophets and its version. The folder you want Sins to enable is the folder inside the first folder. Not sure if that's what you meant about "he indeed used the mod Folder inside it" or not.

Good karma+1 vote
Diablo_Cow
Diablo_Cow - - 23 comments @ Sins of the Prophets Rebellion Alpha v.0.56.1

All credit goes to Stephan-338. Even though I saw that the SOTP file had another file in it I would have never guessed that was the problem all along till I read Stephan's comment.

Good karma+3 votes
Diablo_Cow
Diablo_Cow - - 23 comments @ Sins of the Prophets Rebellion Alpha v.0.56.1

Edit: Turns out there was a subfolder containing the mod's files and such and Sins was trying to enable the header folder and not the folder with the data.

Good karma+2 votes
Diablo_Cow
Diablo_Cow - - 23 comments @ Sins of the Prophets Rebellion Alpha v.0.56.1

I've downloaded the file from gamefront twice and each time I've enabled the mod in the usual way through the options menu, my Enabled mods file comes up exactly like this. But the checksum on the mod menu still reads 0 and nothing takes affect. First time I thought it was a crappy download. Now I'm attempting the download from another mirror directly from Moddb.

Good karma+3 votes
Diablo_Cow
Diablo_Cow - - 23 comments @ Sins of the Prophets

I'm curious as to how the maker of the amazing trailer made it. I'd assume that since the models are current to the rebellion release that it was made in the rebellion game itself but that little bit with the claws/joints/thingies doesn't match with the rebellion animation.

Oh and if you were to release this song for purchase the link below would be my reaction :p
Fanboygaming.com

Good karma+1 vote
Diablo_Cow
Diablo_Cow - - 23 comments @ Sins of the Prophets

oh well in that case it looks like ive been spreading misinformation :p too bad i cant delete it :/

Good karma+1 vote
Diablo_Cow
Diablo_Cow - - 23 comments @ Sins of the Prophets

Ahh well am I still correct that the behavior was a design choice?

Good karma+1 vote
Diablo_Cow
Diablo_Cow - - 23 comments @ Sins of the Prophets

I've encountered that as well. I can't remember where I saw it but its a side effect that the dev team created when they attempted to balance out the Covies. Since a lot (comparatively) of their frigates/caps can bomb cap ships, the covies would just bum rush towards the planet ignoring defenses/fleets in the gravity well. As mentioned by Pieboybom, the best idea is to either manual select the Charons (preferably in a stacked tab) and order them to bomb the planet or to create a separate fleet for themselves

Good karma+1 vote
Diablo_Cow
Diablo_Cow - - 23 comments @ Meet the modder and learn some SotP balancing

I haven't actually attempted to build that many Super MACs, I usually just build roughly 15 then put in repair stations and hangers for some fighter and fleet support. I did however build 20 Super-MACs in an asteriod's gravity well and built as many mines as possible and I'd imagine that simulates the effect fairly well. Its amazing but slows down my expansion sooo much since I have to leave a fleet in orbit to defend the planet till the defenses are up :(

Good karma+1 vote
Diablo_Cow
Diablo_Cow - - 23 comments @ Meet the modder and learn some SotP balancing

Awesome :D I thought it was just a one time thing, glad to know its actually a decent strat

Good karma+1 vote
Diablo_Cow
Diablo_Cow - - 23 comments @ Meet the modder and learn some SotP balancing

I haven't managed to do that yet, I can't get scouts deep enough into either terriotory to determine where the capital is and decide which one is a bigger threat/easier target :/

Good karma+1 vote
Diablo_Cow
Diablo_Cow - - 23 comments @ Meet the modder and learn some SotP balancing

It sure its amazing to see a covie fleet get roflsmashed by mines and cannons. That said I think the only draw back is that the time it takes to deploy a minefield large enough to repel a covie fleet is roughly the same time the covie need to rebuild to get slaughtered again by the mines.

Good karma+1 vote
Diablo_Cow
Diablo_Cow - - 23 comments @ Meet the modder and learn some SotP balancing

Its crazy how good the mines are, especially when combined with Super Macs. I had a Covie Fleet warp in (note it was a foothold in a highly contested area) while my main fleet was off dealing with another fleet that was preparing launch their own attack on me. End of the story I take an acceptable 1/3 loss of all frigates and some minor to major damage to my caps, I rid the playing field of two super large fleets and keep my foot hold intact.

Good karma+1 vote
Diablo_Cow
Diablo_Cow - - 23 comments @ Meet the modder and learn some SotP balancing

What I found to be a decent fleet composition is different depending on the stages.

Early game: 1 Phoenix cap, 5 Paris, 5 Makos. Depending on the map and number of players this'll serve as a hit and run/exploration fleet.

Mid Game: 1 Phoenix and as many Marathons as you can afford. Then something like 2 paris: 2 Thanato: 1 Mako

End Game: one of every cap for the bonuses, same ratio of frigates plus maybe a grand total of 10 charons and a Cradle. Spam the crap out of the others. Then if possible I like to use the Marathons/Orions as the killers.

You'll loose a ton of ships at this point due to the fleet sizes needed to combat the Covies but if you are able to take out a cap ship (they appear to only have one or two to a fleet) and a good number of frigates, the trade off is IMO worth it

Good karma+2 votes
Diablo_Cow
Diablo_Cow - - 23 comments @ Meet the modder and learn some SotP balancing

One thing I really like is how the UNSC combat strategies revolve around MAC cannons and their fragility. It was a huge shock to me coming from the vanilla. But as mentioned before, I found that a hit and run strat of jumping in a cap ship with nukes and some Paris Frigates works surprisingly well. Jump in, let the covies/wormhole forerunners rush you, unload and gtfo. It was the main strategy I use until I can get minefields up. Seriously mines > super Macs. Combine the two and only a massive enemy UNSC fleet has a hope of breaking through

Good karma+3 votes
Diablo_Cow
Diablo_Cow - - 23 comments @ Sins of the Prophets Rebellion ONLY Alpha

I attempted and holy **** its a masochist's wet dream

Good karma+1 vote
Diablo_Cow
Diablo_Cow - - 23 comments @ Sins of the Prophets Rebellion ONLY Alpha

I found a a flood planet and thought to myself "alright i've got a couple dozen ships in a fleet I should be able to take out only 10"
nope nope nope nope nope nope nope nope nope, **** it. But now I'm tempted to play with the flood on just to see how long i last

Good karma+1 vote
Diablo_Cow
Diablo_Cow - - 23 comments @ Sins of the Prophets

Oh and in case the dev team hasn't heard, Nexus now supports Sins Rebellion. It might be a good idea to post the mod there as well for that extra publicity

Good karma+1 vote
Diablo_Cow
Diablo_Cow - - 23 comments @ Sins of the Prophets

LOOADDDDDD I finished my finals I can play this all night

Good karma+1 vote
Diablo_Cow
Diablo_Cow - - 23 comments @ Sins of the Prophets

Its been confirmed for today? I thought Uni said this weekend or Monday. Don't tease me like this

Good karma+2 votes