What about giving Advent a way to upgrade their psionic surge damage? It's the long-range weapon of the starbase but falls short in the lategame
What about giving Advent a way to upgrade their psionic surge damage? It's the long-range weapon of the starbase but falls short in the lategame
The google drive idea sounds very interesting and I'd like to try it
It gets stronger, less cooldown etc.
make sure you apply the folders in the right order
weird, my archons dont triage at all
can confirm that gal frog AI is OP
had them roflstomp me with 6 titans
could you like uh... massively increase the hitpoints of the titans? im sick of titan-sniping
cant build the mandator II (yes i followed the faq, ive build such stuff before), says i am missing research
just gonna add some suggestions / observations
gallente seems to be way stronger than amarr in the hands of AI
AI only goes rorqual, after getting first titan however they start pumping out combat caps and supers
Defensive Turrets could use smartbombs to fend off drones
I'd suggest to remove the autocast from the build Titan ability, as the AI cant turn that off and thus gets forced to spam build titans
Increase capacitor cost of Exequoror RR by 50 or 70%, currently it does not even affect the Heal / second
Carriers and Supercarriers could need a dps buff (in form of more volley damage) also they could use a buff to fighter replacement speed
Whats with the gallente ships having 300% hull at some time? I suggest those AoE fleet buffs get changed to like 10% more hull and not just a flat bonus
guess thats it for now
triage needs to get fixed, my archons like watching my fleet die. they either dont triage at all or just rep the targets that lost 2 hp
"reversing the process only ended in me breaking the game on start-up cause it could no longer read the files.
Really wondering how you did that xD"
I dont wanna say its legacy code... but legacy code
build times are fine, welcome to 4x games
hmm, having tech upgrades to navy -> then t2 fit would be a nice additiong
would like to see the damage penalty on defensive turrets getting removed
kinda demotivating seeing 10 of your large pulses not being able to volley an exequoror nor being able to break the RR of 40 exequoror against capitals
dunno if you already noticed, but both revelations only got turrets on the left side
You all know that the asurans can replicate themselves? Crew limit=the time you have. Asurans would just send some nanites down to the planet and the ship crew would replicate
Works fine for me and i tried both versions
About the Asuran gate satellite: its pathfinding ai isnt smart enough to handle its small size: sometimes it wont stop spinning around and its modell sometimes starts to flash
The voth have transwarp drives, the Krenim may get one if they continue Their bad time-manipulations
what about some changes to random events? look at the SGI mod. Its maybe hardly unfinished, but they have some nice plans for events/stronger pirate raids (8k dmg ships). We could need such a "game-quirler". STA3 already has the crystalline entity, but its not thaaaaaat strong. What about Voths (maybe for artifact world) or Krenims (those dudes with the unfair timeline eradicator ship). It would be funny if you play as borg, dominating all stuff when suddenly a voth base-ship appears
50 bucks? lol you payed a bit too much
no devs? hello? anyone? (except a wraith of course)
with magic, true magic
AND NIPPLESALAD
the ai never uses the big red button
ablative armor (and other voyager future stuff) in general would be a nice idea for a t8 upgrade
a tedious game of minesweeper? made my day
the devs recently said they are going to change the ai a bit so it wont spam that much, but i dont know if this will also stop minespamming
nice mod, when will the asgards get their models (little images when building etc.? also, asgard pulse weapon on the second frigate is unusable cause you need a research and i couldnt find it
jannik2099
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