Hey, I am a modder for the game Sins of a Solar Empire. ONCE.
just send everything via ModDB DM, need a bit time to reply to all your comments
I will consider that, but I can't tell if that may happen.
Yes, I am considering adding more Gauss power to Rebels :D
The Ion Cannons are doing heavy damage against shields only, making them a great Advent counter.
The point of flagships being that strong is making you able to have this power by risking a lot because it has to be on your frontline. Bursting it with a big fleet is really easy.
The weaker flagships already got buffed.
if you don't see the difference between the TEC factions, just try to understand their researches. The Loyalist's firepower is below those of the other factions, but insanely increased while fighting in own orbita. The Rebels still need more early power though, but some number changes make them pretty solid to make their aggressive playstyle more accessible.
The railgun is already really strong, no plans for researches currently.
The Skirantra Flagship needs to have some weaknesses since it is basically impossible to do much against its Strike Craft.
I can't say anything about the other stuff :(
it is unlikely that the crash is directly related to any coding mistake - we will let it run through a crash gixing program again
soon (TM). It is basically coincidence, some things need to be done and then it can get uploaded.
yes, the AI deploying carriers is annoying as hell, especially with the new Vasari.
And thank you for your ideas, most of it sounds really great!
well the problem with the Dreadnoughts is the modeling. Modelers are rare, although a friend of us is trying to learn it.
Mostly those Vasari changes imply that their existing capital ships got reworked, fulfilling different roles so you can't just spam one ship class. Additionally they scale way better than any other ship into the lategame while being as strong as others on the first levels. It was hard to balance that well.
some of those things are part of what we are already doing in the current non public build
- currently not possible, sadly there is a restricted amount of weapon types and we already reached the maximum by adding Ion Cannons. Could do something more with the point defense weapon though.
- maybe. I am not sure if that would make Starbases too strong, maybe it could be implemented in an upgrade to make the player decide and sacrifice something else instead. Your idea with an empowered starbase is interesting, we got some similar changes for Derelict ships. Might think about your idea.
- The Vasari changes are not my work, but mostly they go into two directions as Loyalists being more energy weapon focused and the Rebels on Missiles and Shield Penetration. I will ask my friend for this.
- Limits are possible to do, you should understand that it was mostly experimental. Due to the other changes it has a lower priority. If you want extremely overpowered ships, you will like the Derelict Marza!
- Yes, but not highest priority. Maybe a follow-up to the diversity changes
I have played Distant Stars in the past, but didn't like everything about it. That was the actual reason why I started my own mod and then got my friend involved. Happy Eastern!
wait for the update, I will try to remember to upload the build we are having lol, still doing some balancing. Thanks for still being interested!
MY POWER IS UNMATCHED
maybe, and yes. we already have a huge update for a long time (complete Vasari GU), but it is not really balanced
they do something, graphic effects just disappear :(
hey, sorry for the late reply - the ion cannon of the Akkan has been nerfed very often and only works versus frigates and cruisers
sorry for the late reply, I'll have a look at it
it already works...
at the moment this is not our plan. We work on further gameplay improvements to finally get a 3.0 version which offers more than we did in the past
he have similar plans for the next updates, but not with titans ;)
yup, those militias are annoying xD
well, in the last patch I increased the damage and the range of mines and reduced the maximum number. Did you test it?
Yeah I playtested it, everything worked xD
The Advent carrier has the ability to increase the number of squads.
I'm like TT, just like TT, ireon nae mam moreugo, neomuhae, neomuhae *triggered by that emote because of Kpop*
Okay seriously, I'd be happy about more feedback - you can send me a direct message, I think that would make more sense :D
Well that's weird, played a lot of Advent recently and it worked. I will have a look at this!
Well I have seen worse English and mine is not perfect as well xD
The difficulty of the pirates is intended, especially to make them relevant when the game goes on. Differences between the factions are indeed part of the major update we are working on.
yup, do you have a favourite race? Because our Vasari changes are awesome xD
Thank you! Since I am a member of the SGI Modding group, I have the capacities to do models, but of course this modification is more important. Probably there will be new ships (not only with new abilities) in future versions, but until then we are going to update each race to make them more distinct from each other.
we explore different concepts how we can make the mod more epic. Atm it seems that we rework each faction, especially their ship abilities.
of course, but I hope you know that I have a private life. And I am a gamer. That means that I just play the mod sometimes instead of developing it xD