it looks more like a water gun for me LOL
(well...thanix is kinda water gun too...)
it looks more like a water gun for me LOL
(well...thanix is kinda water gun too...)
Garrus must be happy to replace thanix cannon with that
wish your personal stuff goes smooth, Keelah se'lai.
the geth fleet beat ascension, not sovereign, i guess.
i hate that AA gun
it shakes the whole screen and makes me unable to react or aim
btw, that AA gun can shoot all the way to the orbital or just shooting down shuttles
(while the dino...i mean krogan...need a base for anti-orbital)
structural?
(i was going to say to same thing :D)
too bad that we are not geth
*edit* just found out lord_set already did that >:3
- deleted -
(the reply system put my reply to another threat AGAIN! i wonder what is going on)
got the same question about stealth
maybe stealth is "phase out"+"weapon disabled" function of SoaSE ?
that it still can be seen by player, but no one can fire on it.
(no one is looking out the window)
i wanted to press the plus on your comment and i hit the wrong button :(
+1, geth can always get the job done ;)
can't stop thinking of the husk soldiers...
I am thinking of that human reaper cerberus took from collector base.
maybe the half finished human reaper can be loaded on a ship and go fight ? (a ship with bridge look like human...well)
what matters is the reaper "red canon".
let's vent the core into engineering and burn the crew >:3
ah yes...
i forgot the concept of "heat fighting" in ME.
in ME, ships will overheat and must retreat in prolonged combat.
maybe the mod should also reflect this?
i.e. fire rate will be very low for "normal attack". (to simulate fire each shot after the heat is radiated)
if you want the ship to put up a good fight, you turn on the "normal rate/rapid fire"skill.
then, there won't be many "skill" attack, but it will reflect how your ships become worthless when overheated.
that means, retreat when heat sink is full will often happens.
(if this gonna be so hardcore, please decrease the heat generated by a phase jump. i dun want to have 0 heat sink capacity after every jump)
got the same idea about liveship
income generating, sightly high firepower, very low defense.
Will there be great difference in firing range between ships?
according to ME3, big ones stay far and cruisers will be much closer, fighters in point blank.
~~~~~
Can guardian shoot down both missiles and fighters? :D
Is the infiltration/indoctrination works like culture?
i.e. affect both sides' planet/fleet within culture range
~~~~~
Will there be shield?
and more importantly: specialize anti-shield attack?
i.e. different weapons works different on shield/armor.
~~~~~
Will there be higher requirement for the tech of the "second specie" fleet?
i.e. when player selected citadel side, they can start at one of the fleet's tech (from human/asari/turian etc) for free.
But if they want ships of other species, they have to pay a big sum to "unite the nations".
It acts like the second cap ship in SoaSE will no longer be free.
This will reflect how species take time to cooperate. Also putting diversity to a match. (players will be encouraged to use a single fleet with characteristic, while can stay own all fleet at last if they want)
- deleted for being in the wrong thread
(i can't put my comment on the thread i pressed "reply"...i wonder how this comment system works)
then they can build process ship to kill planet population for resources :D
i love it !
harvest harvest !
maybe just replace wormholes with mass relays?
both are something we can't build and provide long range jump.
i got another question here, thx to yours:
will mass relay be the only way to gain access to some sector?
which reflect the fight around mass relays.
btw, will there be crucible or means to affect mass relays?
(once human built the crucible, they can disable some of the relays for some time >:3)
(if there will be crucible, then reapers should be able to get a tech of "direct jump to citidal" LOL)
my guess is eezo will be crystal.
as the introduction of reaper side said the reaper is expensive but worth every eezo spent on it.
in fact i dun know LOL
how to replace the antimatter is a good question :)
inter-planet jump bug(jump to "deep space" after inter-plante jump) and "huge gravity well lag when building" is really disturbing
some sharing
first, about ships.
focus firing disabled engine, this made some ships of the fleet unable to support other ships in the front.
so, i change that to 40% range bouns as i rmb.
====
then, it's about starbase :
starbase is too weak to hold until slow cap class come to support...
so i added 50000HP and 5hp/s restore to it...
(it is too expensive to pay 5000 gold, just for a "antimatter refueling station")
also, to make it really giving pressure to the enemy assault force like the original setting of sin's starbase,
i added the anti-cap beam (ability of that stand alone turret) to it...(also because the green beam usually won't fire)
so, in original sins, starbase afraid of torpedo ships, in FS2 mod, it afraid of bombers. (the base don't fire ANY AA beam or flak as i saw yesterday)
=======
but in order to make the starbase work like the one in FS2
i think :
1.more HP at the beginning (at least the same as a orion)
upgrading of it let it go to about 200000 finally(2 orion)
2.see if there are anyway bringing it some AA and green beam WHICH WORKS.
Then it can fight like a basic cap class at least.
as far as i rmb, the shivan have to hit a GTA station with advanced destroyer and bombers, but not just normal ships.
btw, defense turrets may need some buff too.
they are not firing far enough to defense a sector...
try ships with flak...
without flak ships, bombers rule the space...
and you may try sub-space jump on capital ship to "escape" from bombers
it's great to hear the mod is back on progress.
but i do think there are some balance issue.
e.g. defensive turrents are having too few HP, weak space stations etc.
(i upgraded them to be more effectively "defense" something)
(i.e.double HP for turrents and majorir anti captial beam for stations)
call me if any help from me can help this mod.
let's embrace the shivans' captial class : )
in-system subspace jump is in for 2 reasons(i guess):
1.Because the ships in FS2 have it...
2.When ships' "normal drive" mobility is slow, planes will then have the advantage, just like in FS2.
However, slow ships will make reinforcement very hard.
So, in-system jumps are added to speed up ships strategic speed while keep planes have the tactic speed advantage.
---------
Well...in fact, your suggestion make some sense even in FS2 setting...
FS2 ships always have to slowly travel the last 10km to the jump node, instead of jump to the node directly.(to give an opportunity for player to kill some ships)
It's like ships have to move slowly around the plant gravity well(and give the opportunity for the enemy to intercept) in SINS.
What's different is:
1.SHIPS (in-system) JUMP:
in FS2, ships can (in-system) jump directly to the proximity of the node OR anywhere inside the gravity well of the WHOLE SYSTEM;
in SINS, ships can only (in-system) jump to the nearby plant...
2.PLANES JUMP:
in FS2, most plane can do in-system jumps to fight without capital ships in the proximity...
in SINS, plane can't leave the plant gravity well of motherships :(
(that's why fighters can be produced by cruiser, playing the role of "captical-sent-escorts")
3.As a result, in SINS system, ships inside the same solar system can't jump directly/send planes to support their ally.
Instead, they will have to do inter-plant jumps, jump and jump...
----------
conclusion:
well...without the function of "arbitary in-system jump" in FS2, it may
not be possible to make the mod exactly to FS2...
Anyone know how to add a new buff_xxxx.entity?
Is there some kind of "list" I have to adjust and add the name of my new buff?
because everytime I link an ability to a new buff, the game will goes error when I put my cursor on the icon of that ability....
it's ok man.
everyone have to deal with their life.
(i left for a few weeks for my academic project too)
good luck on what you have to deal with.
--------
hope someone will take the mod over, or you can come back to the mod after a few months.
maybe i can help with testing that time.
There are a few bugs, see if anyone is not yet debugged.
1.GVI mentu cruiser should need tech requirement.
(current setting of it: NumResearchPrerequisites 0)
2.starbase builder of GVI didn't add antimass generation rate.
3.GVI starbase can't "roll over" like GTA's one, hence its powerfull yellow beam can't aim at enemy ships.
Only weapon it can commonly use, is the yellow balls and anti-air blue beam. That beam is terrible for player in FS2, but not for the ships here.
4.GVI repair platform function is based on "Ability_GTA_RepairPlatform.entity"
and GTA-repair-ability relie on GTA-repair-buff.
The most important point is...they relie on GTA repair tech level for their rate of repair...
i.e. GVI player without GTA tech, their repair station won't show the repair button.
I tried to add GVI repair ability and buff(relie on GVI repair tech), but it just bugged when i want to build repair platform :(
currently, I make GVI to use GTA platform and GTA repair tech to solve it...
5.For this and another mod, "boarding party" doesn't work...
It just say "target is not captureable".
in the last release of FS2 mod, I removed the "target must be captureable" in the capturing skill, and then the boarding party is work again.
(after that, AI captured my largest capital ship in 10 seconds...so i am not going to fix the capture bug in this release...)
dun know if this is problem of my solar empire's version.
============
Do you guys need bug report or other kinds of help?
(I am not a modder, but learnt alot from trying to debug in mod of this game)
(I dun have much time for the mod, but I can help if I am free, like some bouns help)
Or I can just keep playing as GVI while waiting for the third release with Lucifier? :D
btw...bomber squad in this mod is like 4 player-level bomber...
tons of torps and rockets kill a capital in 10 seconds...
even more powerful then the 3 legged creature in FS2. (forgot those names of FS2)
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