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Lap1#
Lap1# - - 43 comments @ Sins of the Fallen

Well i had a lot of fun collecting titans and cap ship from 5 different race but since i was screwing around so much all my planets got obliterated and i run off to another uncolonized star system with 4 titans and 15 cap ships from different races and kept on fighting off my pursuers in a Battlestar Galactica way.

I don't really care about balancing, the plague is a parasite race so it's coherent, i'd just like a chance to get others' titans by destroying it. Then if it poses a problem perhaps you could add a -20% to hull and shield to converted ships or something. In my last parties it was fairly problematic since the IA would not rebuild a titan you converted.

Btw i found the rogue pretty op, retaliation on a titan and ion barrage~
And i approve it~

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen

Youhou more titans! And unification is a cool feature.

Being a fervent lover of the Collectors/Assimilators-like races just like the Reaper/Borg, i really wish the plague would be 200% it, implying having planet-eater starbases able to phase jump and something like the titan's blood omen ability able to emits a cloud for a time that can instantly convert some frigate/corvette upon triggering and would also be able to convert cruise/capital/titan class if they die in the cloud, that would be damn awesome!

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen: Reb 1.82.37.1 (Full Version)

Yeah obviously instant convert is far too op, but what about some kind of *'toxic gaz'* around the titan for a period of time which could damage/weaken ships and/or buff your ships moreover destroyed ships around the titan while ability is active will be converted (or the ability could mark enemies ships for a time and if those ships are destroyed while being marked they are converted)

-I took back the BloodOmen files from a older version where it could convert titan and cap ships (couldn't do the same trick for the jump ability for starbase though)
Well even with 5 titans lvl5 i couldn't destroy even one of those 4 advent cap ships~ ( dunno if the bypass missile researches works for converted ships and for especially for colonial/rogue/cylon's missiles, btw its supposed to do extra damage when it bypass, right?)
>problem: the IA don't want to build another titan after.
>its a absolute pleasure for some players to have more mighty ships \o/ so i'd be really happy if you reconsider that ability to steal titan and caps ships.
-I dream of the day someone would create the Dark Arcadia(Deathshadow) from the 2013 movie, would fit perfectly for the rogue 'separatist' as the titan.

-btw seems like i can't research the celerity ability for that utility plague cruiser, it says 'you need to research celerity first', dunno if i messed something~

-That the colonial starbase could jump never really made sense to me, but i could see an ability that would increase its firerate, range and mitigation but slowing its mobility while active, like some kind of 'defend at all cost'-wayofdoing.
-Oh man how i fear that Ghost~rogue cap ships, his ion barrage allow your entire army to be wiped out è_é, ion barrage+ missile barragex2 and you do one hell of a clean up.

-nice work for the new colonial titan, and the colonials defense platform hits hard enough now.

-The event horizon on that star is just a trap, right è_é?
-i don't sense that 1500% acceleration when wandering on those stars(?)

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen: Reb 1.82.37.1 (Full Version)

Darn, i truly would like my plague titan to convert other titan again~!
And if my plague starbase isn't allowed to jump, at least a little boost in speed contruction within friendly culture/enemy's gravity well would be nice.

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Colonial Capital Ships

Dam nice refined, it took me some time to recognize the Thor battlestar, such beauty.

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Maelstrom Stars

Is this a sun rotating around a neutron star? lol the screenshot is confusing
Will this be the only one added?

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ 2nd Dreadnought - FILE IS OBSOLETE

It seems like you cannot build your titan when you have summon the 'hero titan' and the summons doesn't work when you have already a titan builded?
ps: i have the battlefield refit activated too
a way to choose the summonned titan would be good \o/

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ 2nd Dreadnought - FILE IS OBSOLETE

Has it been updated for cardassian faction?
Having more Titans is every Sinners' (wet)dream~

Good karma+2 votes
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen: Reb 1.82.35 (Full Version)

So you did something to the yamato's missile ability? twice more missiles, now i think this ability is on par with the others \o/

Could you let me know what need to be changed to allow my plague titan to cap titan again?~

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen: Reb 1.82.35 (Full Version)

eagerly waiting for a plague update~

why do TEC have yellow shields?

could the plague starbase fire something from its front? which could allow it to siege planets too? [plague starbase = dreamy doomsday machine for me]

seems like sometimes the cylon worldstar is moving a bit 'awkwardly'

Gj with the yamato, the missile ability looks cool though i find it a bit weak/lacking but maybe its just that i am too attached to this beauty

nicejob on new phasejump effects for each races, the nephy colony cap'ship looks refined to, dunno if it was like that for a while \o/

should the Nephi titan's Firin-cosmolazar ability firing spot be changed? firing from the third spot under the two other lasers spots with a loading energy effect in the ex-firing area that would head for the head of the ship ?
(perhaps it would need the titan to lower his head a bit to let the lazar go through well enough, though it would looks bad if he moves while firing his lazar since the angle is quite tight(firing some kind of explosive plasmabullet instead?

colonial missiles abilities(especially Thor's) are quite big

colonial phasejump: make them jump directly after the light-scan or when the scan begins?

my bad, disabling superwep disable the whormhole generator too, i forgot 'bout this ~(*-*)~

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen: Reb 1.82.34 (Full Version)

in fact, what ship bump/ ship extra really do?

otherwise,
-About the Titan yard, perhaps it could reset cap'ship/titan spent points.
And like someone already pointed it out, building a new titan already at max lvl doesnt feel right(maybe lvl7 is enough), you don't have to care about your titan anymore, no need to retreat it

-could starbase artefact be deployed(shape changed) then reset to their basic state so they can be moved to another gravity well and redeployed

-rogue starbases don't benefit ships cost reduction

Im aware im asking too much with what you are allowed to do with Sins system \o/
i wish they would give in to our desires~

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen

I don't think that starbases need to be nerfed though i found it weird that a colonial starbase could FTL-jump
perhaps starbases in general could have some anti-strikecraft cannon? it makes sense right?
unfortunately AI is only challenging in the beginning for someone who isnt building much ships, as soon as you are well enough developped you shouldn't meet any obstacles and if you start alone in a star system the AI won't bother your developpment

ps: Does anyone already tried to fight TEC rebel resaercher with heavy pirates ON? f*cking lol with their peace treaty they just use the pirate base as a backdoor and ordered pirates to launch multiples raids at the same time, and i you have the good idea to have another IA or you with Insurrection researched they just stock up 'pirates fleet' in their gravity well
im not saying its a problem though

btw: plague could be a nice touch as a pirate faction + if they could have their starbase to come along
if it happens you could also make their capital ship a little bigger if heavy pirate is enabled

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen

its supposed to look like this
TXT
Version 0
enabledModNameCount 7
enabledModName "SotF(1) Planets(0..1) sol Reb"
enabledModName "SotF(2) Addon(0..m) Artifacts Reb"
enabledModName "SotF(2) Addon(0..m) Effects Reb"
enabledModName "SotF(2) Addon(0..m) Moons Reb"
enabledModName "SotF(4) Race(1..m) Colonial Reb"
enabledModName "SotF(4) Race(1..m) Cylon Reb"
enabledModName "SotF(5) Core(1..1) Reb"

7 because 7mods are enabled
copy/paste the name of each addons so you wont make mistakes
and of course you unziped the mods in the rebellion 1.82 folder

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen

enabledModNameCount has the right amount?
note that you have to load the race of the militia/pirate you have chosen

copy/pase your EnableMods, we will see to it

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen: Reb 1.82.34 (Full Version)

-should the Fortified World planet get a shield around it, i see only black spheres floating around

-there is something wrong with those 'blue comets'
Cloud-4.steamusercontent.com

-you cannot build where you want on Ring World though it works if you choose to build at random, need to increase the range of the building space

-perhaps ice field, shattered moon could have an advantage, like giving an resource income/trade bonus to starbase in those particular gravity well

-a bit less 'player color' for pirate starbase

-i could travel through whormole whitout having the reasearch with rogue trader ships

-just thinking that some caps ships should be researchable instead having all of em availaible from the start?

-sometimes it seems like im losing crystal/metal with rogue trader though i keep on colonizing more planet*

-do pillages ships(rogue) cost a bit too much?(1000credit)
though they can earn credit through bombardment. just wondering~
and they do the same amount of damage/same fire rate than raiders?

-could the titan shipyard serv as a good repair platform for ships but it will disable them 30sec during repairs? a bit too useless as soon as you have your titan

-pirate outpost's cannon only fire at strikecraft? just so i know this is not gonna work well for defense \o/

-btw, about the yamato missile ability shooting from bottom of it, perhaps it can fire from the thing which appear to be a missile launcher just behind the deck

ps: cant wait to jump my plague starbase to suck out HP of planets like a thirsty moskito, i want a good buffed drain ability too \o/

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen: Reb 1.82.34 (Full Version)

btw most of the feedback is about rogue trader (+++repair platform, dont know about others)
and i don't know if you had a look on what i wrote page 96 forum?
there wasnt any new upload on modd so i thought i could post there though most of it is for sotf, not FoK, the sotf forum didnt seem very lively

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen: Reb 1.82.34 (Full Version)

in fact the current version can be found on the top of the forum page and 'beta version of a futur new release' through the forum posts

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen: Reb 1.82.34 (Full Version)

-retaliation ability doesnt have a specific visual effect? a different colored shield or 'aura'(perhaps something like what the Enterprise/fed starbase has)
i didnt pay attention to this and my 2 capital ships FTL-killed themself against this plague-cap'

-rotating astero def doesnt work on cylon starbase

-just pointing out:
cobra picture(on top of the selfdestruct button) is the arcadia
annaw pic = ghost capship
yamato doesnt have any
but who cares about those details \o/

ps: want my plague starbase to jump so badly+a second 'consume planet' upgrade that inscrease something+total starbase upgrade 8>10? +coffee_money_cutekitten

So all is said

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen: Reb 1.82.34 (Full Version)

i don't know if you changed anything else between this version and the one on the forum but here what i noticed though i have been playing this mod for a long long time now:

-no antimatter research for rogue?

-blue arcadia harpoon doesnt work on battlestar/cylon ( cuz of the inexistant shield, is there a way to completely delete the shield like what has be done in STA3 since sometimes you hear "OUR CAPITAL SHIP HAS LOST ITS SHIELD"?)
dont the harpoon use to capture capitalship? making a capitalship useless for some time is enough tho

-whormhole research(rogue trader) is no longer there

-isn't the flak burst ability of the min's class(rogue) cost a bit too much of Antimatter?(maybe even with the columbia/thor)
+isn't the gamble ability of the min's class give too much of a malus? or lets just stay with it but lower flak burst cost to 75/60/50, though i don't know what the AM cost should be for the damage it can do against strikecraft maybe its already consequent enough

-Data archive only give a +5% speed? not much for a artifact, at least +15?

-does cobra destroyer die hard ability really works?

-planetary malus like 'smuggler base' could be a bonus for the rogue/tec rebel?

-offer protection ability from the arcadia doent differ from the colonising ability of the rogue raider? even with higher levels?

-can the yamato weve motion gun hit multiple target on his way? how? the laser was going through a ship on his way to another though this ship didnt take any damage

-repair platform researches dont upgrade anything on it? no repair speed incresing?

-should the yamato stack missile ability get some buff? more waves/missiles seems like it hits 10 ships and does ~350 on each
btw they are fired from the bottow of the titan though there seems to be some kind of 'launchers' on the titan's rear

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen

so... did i answer your question?

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen

as Zombi said , what was on the forum is some kinf of beta, he will put a link here when he thinks he had enough stuff to had
Not gonna speak for him but i think its how it works
and the link you used was probably the 'baked version' of 1.82.33 a simple way or a 'more normal way' to run sotf principaly for newbies (without extra addons though)

btw, my bad i forgot about the old uncolonizable gaz planet on 'normal' maps i only play random maps to get unusual planets

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen

Maelstrom is the one you want (crazy planet~)
or SinsPlus(city,forest,industrial..)
you can try Rigel too
im playing sol just for Earth though

Good karma+1 vote
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen

i myself did ask that question a few weeks ago: bonus density increase the chance to get bonus/malus on a planet

i just tried colonizing a gaz planet with nephi it worked well
there wasnt anything written in red on the planet? like cannot colonize cause of enemy culture?

if you have any other questions don't hesitate

Good karma+2 votes
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen

you downloaded it from this link (forum page 95)?
Mediafire.com

it works just fine, some files are compressed inside the zip file(addons, pirates) just extract them a second time

maybe you don't have the last FoK version for the colonial/cylon to capture relic planets

Good karma+2 votes
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen: Reb 1.82.33 (Full Version)

Still the capture of capitalships/titans is so awesome~
not as much cheated as the rogue ghost capital ship and his ion barrage, i couldnt convert his Yamato because of the spam and my titan got obliterated in no time by those mini-cobra and there 11damage missiles~ well at 100missiles/sec it hurts pretty much
-colonial starbase can jump though they have factories as well? so it just need something that prevent the jump as long as it is building ships to avoid minidump?
>again, it will be awesome if it can jump , making it a true reaper ship/mothership

btw you cannot build cruiser with starbase after buying the ability to do so, though it is say it can build frigate and cruiser?

Good karma+2 votes
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen: Reb 1.82.33 (Full Version)

i was more worried about the usefullness of kew def platform
why choosing to build em if hangar autocannon do x4 damage + vipers but yes more starcraft for all races hangar could be good as a buff for def plaftorm(all races in general) would be too
its true that the basic races have ****** def platform too except for advent but i always thought that def canon platform had no utility at all
some researches that buff kew damage on ships could benefit them

other than that,
-it seems that AI cannot build a new titan when you have stolen it via the plague titan ability
-yamato reflective shield dont show up when he is chosen(since the beginning of this mod you cannot see the ability in the hud :D)
-some problems with plague frigate factory and rally point, ships come close to the end of the gravity well but dont jump
-the drain planet ability of plague starbase dont regen its hull/shield and though you can use 'drain planet' on your own planet there is no animation and no effect at all on the planet or starbase
-i dont see what the plague superwep do? no decrease of allegiance nor spread of culture

Good karma+2 votes
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen: Reb 1.82.33 (Full Version)

ah yeah thats right it didnt update the bsg faction
well for the plague titan it will be awesome if you can still stole others capital ships and titans but need some cons like need to damage the target enough, though the titan itself is quite weak, not much shield/hull, plague are meant to be weak so they deserve the boarding thing

others things:
-you dont want to allow plague starbase to jump?
-well you know that the third upgrade civ infrastructure on oceaen planet take your pop' from 280 to 140, is it voluntary?
- still no reskin for the colonial separatist titan when he become invulnerable like what you did with the nephilim titan though in his case his shape should be conserved but with some kind of aura or a radiant hull

i never try the base factions on SOTF, are they a bit different from the orgiginal game?
And i would like to know what Bonus density do

Thx for your work~

Good karma+2 votes
Lap1#
Lap1# - - 43 comments @ Sins of the Fallen: Reb 1.82.33 (Full Version)

So the shield artifact gives a +500shield,10% shield restore rate, and 2%mitigation(not sure for this one) to a capital shield which approach it?
At first i thought it was like a capturable station which give a definitive buff on capital ship when they come in range (like what you can do with titan factories in Star wars interregnum)

Btw:
-Should you not give hangar def a bit more fighters and an increase damage/rate fire/buff(splash damage for colonial) for platform def in general? the latter is a bit too useless otherwise.

-load nuclear ordinance dont seem to do anything, i dont see any visual effects or effects at all

-the plague titan can 'board' several capital ships in one go? whitout any warning?
Plague:" no need to lower your shield, you will be assimilate anyway"

though when you convert def platform/super weapon to your side they cannot fire and moon cannot be converted(>****, i want ennemy moon so bad)

-cool music, first time i put the game music on, damn i swear i heard some before in others games or something.

-no relic research for colonial/cylon?

Good karma+2 votes