Compatibility
Maelstrom is currently compatible with
Original v1.195 | Entrenchment v1.055 | Diplomacy v1.37 | Rebellion v1.94
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Credits
For contributions in testing and concepts ICEman, Quiet_Man, Malanthor, UncleJ and many others _________________________________________________________________________________________________
Introduction
The Maelstrom Mod introduces four new races to the SoaSE Universe.
It keeps the original races, the TEC, Advent and Vasari who are still to be found building and battling as usual.
All of the new races are independent of the original races and have unique strengths and weaknesses.
Learn more and download the Maelstrom Mod at ...
ModDB Website
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Please note that for all mods the 'Installation and Change notes' are included in the download.
Use the recommended 'Graphics Effects Setting' as stated in the Installation notes of the mod.
Today i downloaded the entrenchment beta, and thus far i have started and i have a question Are Dreads going to be only activatable upon research? Because reading back i see why you made it an ability of the station thingy, I think it gives a far to powerful ship early on i understand you did the skill activation becasue the AI won't build a dread unless where as a skill it will activate. Dreads should IMHO be like ultimate ships strong and very powerful like interplanetary weapons. They should only have the skill activated after a massive amount of research is done. Its kind of silly a race cannot build on an ice world or a lava world but can build dreads. Now i am prolly premature in these statements due to the fact it is "beta" and your probably just testing to see if everything works and i will continue testing. But i just want to point out that i am very hopeful that dreads are not this easy to get. Also might want to inform on the active skill in its info that it uses 1 cap ship slot so people know and don't end up -1 without being aware.
and i want to add that in playing a few games i find it silly how the AI mostly uses dreads now so i end up getting attacked early on by multiple dreads way out of balance.
oh also wanted to let u know if u dont already there is ag rea DDs veiwer program that allows you to quickly view DDs files within the folders for quick access called Mystic thumbs i use it often for my mmo dev work.
No not at this stage.
Capitals don't need research for ability activation.
In response I can only say there are inherent limitation to the AI. If people want Dreads this is one of the best ways. There are a number of fundamental issues here
1. The AI just doesn't build a lot of capitals (have you seen it build 16 ... ever?)
2. The AI can't differentiate between capitals i.e you can't get it to preferentially build Dreads
3. Dread research would not be preferential.
The impact is on game balance. If every one gets a Dread this balances the game. One Dread every half hour does not change the game dynamics to any great extent.
Excellent tactic by the AI. You have to be more aware of the enemies placement of Dreads and use your Dreads to counter such threats. If the enemy started using orbital cannons you would be aware of their placement. All I'm saying is that tactics change with the introduction of the Dreads ...
Thanks. I've used DDS Thumbnail Viewer's before. I'm currently using '3D Photo Browser'
They 'stiffen' the Militia and slow rapid colonization i.e they slow the spread of the AI players. High value planets require a larger fleet to acquire.
By having the Asteroid hit the Militia and other players (i.e AI, pirates) it would be more realistic (randomize their flight paths) and slow targeting on your won fleet.
One Dread every half hour does not change the game dynamics to any great extent.and i want to add that in playing a few games i find it silly how the AI mostly uses dreads now so i end up getting attacked early on by multiple dreads way out of balance.Excellent tactic by the AI. You have to be more aware of the enemies placement of Dreads and use your Dreads to counter such threats. If the enemy started using orbital cannons you would be aware of their placement. All I'm saying is that tactics change with the introduction of the Dreads ...
1. your right ive never seen the AI build 16 cap ships but ive never seen the AI survive long enough to max out its research before i lay waste to it. Also i wouldnt really know how many ships the AI has as it uses alot of cap ships all over the place fighting with various different factions at once so its impossible for me to keep track. maybe as a mod dev u might know a way?
2.Well your right here again but what about research on other mods ive seen AI does do research and if an ability isnt unlocked until the proper research is done then the AI wont use that ability until the research level is reached.
3.I have to disagree whole heartdly with this statement and the next about it not changing the game play. It does change the whole mode drastically.
Example of a game for me goes like this i tend to rush out and grab a few planets based on map layout to try to create choke points. when you do this it forces you to turtle and fortify areas and try to sustain for instance. When the enemy comes into your area within an hr and has a lvl 7 dread and lays waste to a fully upgraded station when you cant even get very far in research it upsets the balance badly. Now i know not everyone plays the same and adaptation is key. i was able to take down a few dreads but i noticed the computer AI tended to focus on them as their cap ships using them to frontal attack in pairs or triplets after an hr and half. For games that last a long time dreads every 30mins are silly and imho a bad idea. I notice they made the normal cap ships almost useless i had a 2 lvl 5 cap ships and a dread of lvl 5 came in held off a station and popped 1 of my cap ships before it fell. Now against 2 caps maybe but not this early in the game. But to see it fell a cator battleship cap ship at lvl 5 while being hit by almost 15 ships and a starbase with weapons upgraded is stupid. If the ship is going to be a power house not just an ordinary cap ship it should
A. Have no way to be upgraded I.E. you cant buy levels for it for any race at all.
B.Should just be used as a normal cap ship. I know the AI doesnt select cap ships in a controled fashion but you cant have super powered ships available from the start with almost no cost i strongly think this is bad form.
In the many many games i have played Dreads are like the pen ultimate ship next to say a titan or a mothership. Which are extremly hard to get. The point of this game is imho to build up to powerful state if u start with a dread why bother with any other ships. There isnt any other reason they dont use fleet points they cost almost nothing and can be stronger than a station in a few levels. once cators get research up u can just buy straight to lvl 7 and blamo a fleet of super dreads. with stupid amount of fighters. I have nothing against these ships but they simply should not be obtainable out of the gate and yes they need to be research based.
Can not the skill not activate until later once the research is active then start pumping them out based on material needs? frankly there should be 1 dread using 2 cap ships crews and 100 pts of fleets so they function as well super ships. You can get them now without even having cap ship points they just auto -1 so please rethink this as there is a serious issue with the way these work atm.
well the issue with that thinking is you can have 2 cap ships by the time you get your first asteroid taken. then you can easily with no research take an area with roids and just wipe out the ships and leave.
If they are meant to require fleets to take longer or require a larger fleet to aquire what happens when a player starts with 2 high value planets near thier base are they just screwed while the other players get a leg up? I know thats not something you can really control but consider making the area not have a militia and make the roids the militia themsevles with an agressive nature to attack any ships and do damage then that would do what your are intending by your statment of requiring a fleet to take the area. Why the need to mix in militia with them as if they have roids working for them?
Quiet_Man, who has helped here, attempted just that with no success. I have seen the AI build typically 6 caps and then spend all its logistics on frigates and cruisers.
The Dreads are 4x more powerful than a Cap ... who ever does the research first would have a huge advantage. Research is interesting but ultimately it's only is a time deterrent.
Reducing their firepower and abilities is an option or increase their build time.
Where were your Dreads when all this was happening?
Upgrades are based on the cap fleet not individual cap.
From the start the Dreads are a bit more powerful than a cap ... gaining experience changes things.
Reps cap upgrades are currently a bit over the top ... this will change.
Once again its a matter of game play and balance. If the AI builds 6 caps in a long game then you might have one in a game! With the additional requirements of research you won't see them in a game.Once again, if you introduce the Dreads later in the game the AI spends most of its logistics on frigates and cruisers, you won't see a enemy Dread produced. Whereas a human player will research and build Dreads and easily over-power the AI players.
It's not just thinking its what happens. The Asteroids attack all ships but the Militia the AI players are slowed down.
The Militia are an integral part of Sins, I would take out the 'Dangerous Asteroids' if it is necessary.
I could always make the Militia stronger i.e increase their ship count ... but isn't adding the Asteroids the same thing but with a slight twist?
ok i suck with the whole quote thing so here it goes im going to try to elaborate as we are coming across some intresting points. so i removed my statements and will try to respond to each one you had with further elaboration.
ok im not quite sure what exactly you are referring to quiet was testing but here is my idea and solution and from other mods ive played ive seen simliar things done.
the module skill activation you built into the station to be on a timer and also based on antimatter building is a great idea for making sure the AI does build a dread. No complaints with this idea. But the way it works i think you should reconsider. The activated skill on the cap ship building base is a an activated skill that i believe you can control with research yes? I.E. it will be there but will not be active till certain research is done.
ok so this leads to how you state dread are 4x stronger than a cap. Whoever does research first would have a huge advantage. Well um you said you wanted to keep very close to the orginal game. The whole way the game is designed is around this mind set. Whoever has the most research done first has the biggest advantage. Hence why max research can wipe the floor with less ships as they are much strong. So this is exactly what you should be looking for with Dreads. A dread is like a capship kostura cannon. Why not move planatary weapons down to low teir research. Becasue they are an ulitmate weapon like a dread or mothership or titan. These ships being more powerful need to be obtained later so that lower level stuff gets used and it keeps a smooth flow. having dreads from start does not keep a smooth flow of the game. you could reduce thier firepower and abilities and increase thier build time but then why bother to even use them then? The whole point is that you start with capital ships all of them but most likely you will build a conlony cap first then something to support it or a battle ship with colony ships. Either way you can build a cap ship. So as you play the game you work up leveling the cap ships and gaining other cruisers or frigs as your research them.
So does it make any sense that you can build the most powerful ship ever known to that specific race but you cant yet build a flak frig or a cruiser that holds fighters. the dread needs i do stress needs to be an endgame ship not a whole time you play ship. Something to work for and yeah if u get researched first you get stronger thats they whole point of the whole entire game. if your max research you can build kostura cannons on say 5 to 8 planets and clear a planet before you even send your fleet in for example.
as for you asking where were my dreads. Well i had 2 built and had them in different locations and as you know they move slow as molasses so i had them out of range of the battle also due to a huge bug i shut off autobuild. There is a limit to capital ship fleets so you cant build past your budget fleet size or capacity to sustain the ships. yet dreads popping out every 30 mins just -1 your cap ship with or without proper research which means there is no limitation but on the same note they take away from your ability to replace your capital ships. I would please ask you repair this bug asap and make them not only need fleet points and high cost atleast that if you say are 4x the strength of a cap ship but they should cost 4x the price. Also with no limit on cap ship numbers the AI can just keep popping them out every 30 mins subtracting from their cap ship crews regardless of if they are capable of sustaining such said crews in financial aswel as research. So this element made massive unbalance straight off. I shut mine off because i dont just want to play with dreads and nothing else.
as you stated dreads are a bit more powerful than caps and gaining experience with dreads u get the super dread option and they have more ass kicking capabilties than a fully outfitted station. I had a fully armored and upgraded station and a lvl 7 dread came in and vs the station almost wiped it out. Only reason it didnt is becasue i had cator stations so i can move and when the ships move the AI isnt as accurate so you can buy yourself time. But nothing should be able to take down a fully upgraded starbase 1v1 but that is just my opionon.
I dont believe i agree at all with your final assesment. If its research based you will end up with a single or a few dreads much later in the game and so will the computer depending on how the compter researches and yes the comp does build alot of frigs and cap ships as ive been swarmed by so many ships its hard to keep track and 7 cap ships in a fleet or more. But the point is dread are slow as ass. You are not going to build a fleet or a bunch of those and wait 100s of years for them to swarm across the ai territory you will most likely build it and send it to locations with support fleets while you attack other places. In the end thats usually how they are used. To bad you cant give them independant jump drives like they did in eve. it was thier greatest asset and the greatest weakness. while other ships used gates/phase lanes the dreads had to jump from location to another using antimater/fuel stores and it left them unable to leave for a certain time. if they got into a battle they were stuck and unable to phase/jump out when in siege mode stuck in place. there is alot you can do with dreads i believe to make the game play better but having fleets of dreads all over the game just so the AI has them early on doesnt seem to be the answer. By all means u decide in the end but im saying from playing the mod thus far with dreads i find it much better before dreads. But i dont think they should be gotten rid of just alot of changes need to be made and tests to see what works best. Humans will always defeat the AI by researching ahead. Just like the AI can build focus on each ship in each location and spread out something a human who isnt on speed cant do.
A human who is focusing on battle isnt likely going to be focusing on 2 battles at once in 2 locations and steering ships to the best of his ability while building more ships and researching. Maybe some people think they are capable of this feat but nowhere near what a machine can do that isnt limited by not having access to everything at nano second speed. So we cant try to make the AI feel like another player we need to play on strengths and weaknesses hence why humans tend to use the advantage of researching faster.
Well i can agree that roids do slow you down a little bit. But i find you can just get two caps build in about 10mins then team them up and handle any planets militia with ease roids or not.
I agree militia are a fun part of sins, some mods even go as far as making you kill the planet as the milita are a race and have the planet. you could take them that far not make them expand but give them a feeling like they are a people who are protecting a planet not just some random group that flies a few ships around. Frankly i think with the danger roids you should see what folks think run a poll or something throw some ideas like improved militia or mean roids without milita on some planets. or maybe another idea. They are a creative twist but mixed with militia well shrugs.
Apparently the server didn't like my long post (not as long as ones I have just been reading though - it just crashed) So here is the condensed version:
Asteroids - I added damage and it is better. They don't destroy the militia, as they are the same affiliation, but they do attack and slow down the AI. Playing Dv2 at vicious I have noticed a respective delay in the AI planet acquisition and first contact with me. I have also seen damage done to their fleet. Better to have asteroids do damage than not - without them doing damage they are just exp fodder advancing capitals much faster than normal. You can capture a planet, but can't build while asteroids are present - and I like that too.
Balancing - gold planet. Generates WAY too much money - stack 10 ports on there and your income is over 600 a second. Add a starbase and that is another 70-80. Reduce the trade ports to a maximum of two, either by limiting there build - which may not be possible, or changing logistics slots, hold one or two ports max. I do like the 1000% bonus though. This same problem can exist on other planets with the 200% bonus as well, so maybe reduce thier trade bonus. You only need one gold planet, and you can have enough income to produce a capital ship almost every ten seconds, including buying all the resources.
I do NOT think it is unbalancing to stack 20 cultural platforms on a dyson planet though. That adds a good strategic issue.
I can move my TA starbases, I noticed in here that I was not supposed to be able to, but I can move them all over the gravity well.
i'm gonna give this a go sounds good.
Sorry all. Yes their is a bug with the E & D version of Maelstrom for the 'Dangerous Asteroids' - they don't do damage. Thanks to those who have pointed it out to me. Original versions of Maelstrom are OK.
Excellent, personally I like a lot of money!
I like Capital ships ... in a couple of minutes I could have a whole fleet!!
But seriously I'll back off the bonuses!!!
Thanks for pointing it out. I'll fix it for the next release.
doomser1,
Sorry for the delayed reply ... just finishing off 42 new planetary structures.
Yes.
Simple ... even if the AI does the research for a Dread their is only a 1 in 6 chance of it building one (i.e there is no way to prioritize capital ships). On top of that because the AI prefers to spend its logistics on frigates and cruisers the chances of seeing an enemy AI build a Dread are diminishingly small ... conclusion human player will be the only ones to build Dreads.
How long before the AI starts building starbases, they are not endgame structures.
Its not a bug but a limitation of the game. Spawning a Capital requires a cap slot whether you have one of not.
Personally I don't see why a Super-Dreadnought shouldn't be able to tackle a Starbase.
This was based on weeks of testing by Quiet_Man who was trying to get the AI to build more capitals so your statement ...
an over estimation. Again you will get zero or a you might get a single Dread late in the game. Again I repeat ...
"Simple ... even if the AI does the research for a Dread their is only a 1 in 6 chance of it building one (i.e there is no way to prioritize capital ships). On top of that because the AI prefers to send its logistics on frigates and cruisers the chances of seeing an enemy AI build a Dread are diminishingly small ... conclusion human player will be the only ones to build Dreads."
As you pointed out the AI has a different tactic which works very well.
This can be implemented.
When testing on huge maps I expand on 3 to 4 fronts ... I do this all the time. One-on-one the AI is good but there are too many variables for the AI, it just can't match a good human player. Now several AI players group attacking is a different matter ...
Quiet_Man and myself spent several weeks testing Capital and Dreadnought scenarios ... this was my solution. I agree they might be a bit overpowered and their production might be slowed but if you what a super powered capital and keep game balance between the AI and human players then you have limited options. If you haven't already done so you might like to take a look at the Expansion version of Maelstrom which has Dreads and research for their abilities.
@doomser1
it is a long thread but not that long. I you check for the dread discussion you will see that different options where discussed and tested.
the fixed spawning is in no way the preferred solution, but as it seams the only one the engine can handle. The AI is build for a certain development/income rate, it does only limited saving for expensive items like capitals, so if you give it a lot resources it will just distribute them over all areas, building ridiculous long research and frigate build queues.
Also the AI has limited "understanding" of capitals, it will send a high level capital sometimes on scout missions
cool your work is appreciated and by no means do i want you to feel i dont appreciate your work in my dread discussion i just feel very very strongly about my experience in testing them that the current method has to be addressed as it imho ruins the gameplay thusfar.
Well here is my problem with this you say the dreads from testing wont be built enough only a 1 in 6 chance to build per game so to make them show up more instead of be the super ship they are and in any game or space epic often super ship is something for much later and very small in number the choice is between the lesser of two evils. Either they show up far to often and damage game play or they dont show up enough and damage game play due to human domination over AI all this stemming from the problem with the AI in the hardcode.
I think you miss my point here. The starbases have a whole research tree dedicated to them. so to say that they are endgame is not putting them in the same basket as the dreads. Dreads are more like cap ships, they are in fact super cap ships starbases are a feature from a whole mod with a dedicated tree and a lot designed around them but i think you may have solved your problem with the dreads here in this very statement though. Why not make the dread a ship that builds from another ship much like a starbase. I would imagine you can make any ship pop out a starbase yes? so make a dread more like a starbase and attach it to a specialty ship that is used to manufacture it. Then you will find the AI builds them just fine when the research is reached as the AI will also have to research the stations or they simply cannot build them.
There are other options to make a starbase specializing in building dreads and make that its sole ability like a secret ship yard.A special starbase when researched can pop out dreads with your activated skill but make the starbase only buildable by a certain level of research.
Again i think you misunderstand me, i am not saying its a bug of the game its a bug in your mod. IF you try to build a capital ship without a cap crew the game will not allow it hence imposing a limit on the production of cap ships without the proper research and ofcourse resources you also have a limit from your fleet as each cap ship requires 50 fleet. The dreads currently require 0 fleet resources so to have them imposes no negative on your ,money ,crystal or ,metal resources. Also as it just take -1 cap ship crew away research or not resources or not you can just spit out a dread every 30 mins without penalty. you must notice this problem!!!!
Well have you seen what a station can do when fully upgraded to a fleet? it will decimate a fleet of almost any group of ships ive seen a starbase take down a fleet of over 100 ships when fully upgraded with high level research of weapons and armor. The other reason is unless your going to equal out the cost vs a dread there is a huge balance issue your not even considering. IF your spending 3k just to get a starbase up which the whole point of the entrenchment mod is to make the ability to defend a gravity well as the planet defenses suck ass and are extremly limited to where they can be placed. Your talking about a ships that is a fraction of the cost can come in and decimate a starbase that fully upgraded can cost in excess of 20k in resources and tons of time to build. Again i point out how you wanted to keep alot of the orignal game feel the entrenchment mod was designed to make a star base capable of defending a gravity well against almost any incursion. If a dread at a fraction of the cost can defeat a station there is a problem with the value ratio of a starbase vs a dread. So here we hit on the endgame factor. In many other space games a starbase is one of the hardest if not the single hardest thing to destroy. I can think of no game where a cheap ship costing a fraction of a starbases cost can compete with them. So i implore you to consider this. While i can say if you come in with a fleet of 7 to 8 lvl 9 cap ships and a 100 frigs you will certainly defeat a starbase but you will not only take losses you will also have an equal cost value in fleet vs starbase. The whole purpose of the starbase was to create an advantage to a supporting fleet and be capable of entrenching an enemy against superior numbers. its the siege the castle situation you have to take great risks to do so.
Yes i understood this from the first time it was said, but you misunderstand me im not disagreeing with the games abilty to put out enough ships for the AI i understand fully this is an attempt to circumvent the AI's shortcoming by bypassing its weakness for a 1-6 chance of building the dread as a cap ship. But i don't beleive the current settings work. This is what im trying to express here. To consider going back to the drawing board and give this much more testing. Becasue we get to the greater of 2 evils situation. To many dreads or not enough. Either solution creates an undesirable result and an inbalance.
yes but if you notice the AI uses the dreads like capital ships instead of capital ships hence dropping the amount of AI attacks early that come from capital ships and a few frigs but now being mostly of the free capital/dreads they have so its changes the AI tactics. Mind you great they can use them in a smart way good for them but that doesnt change the fact that there is a major balance issue created through this. You have to look at this from perspectives of people who rush and build fast and people who turtle in thier tactics. You cant let this render turtling obsolete becasue the AI can build dread after dread after dread every 30mins with no real expense or hinderence this is a problem, and showing up with fleets of massive frigates because the dreads take no fleet points.
cool this could make dreads more intresting but it wont address the main problem with them.
I am glad your taking a look but i believe another solution needs to be addressed i do not believe slowing the build time or changing thier stats will solve this problem. I believe this is going to be a very complicated problem if your intention is to keep the mod balanced and have the feel of the orignal game as you said many times early on. As a veteran of 30 years+ of non stop gameplay and an obessions with space tactical games ive seen what can easily happen when very powerful ships come into play. Take eve online for example as a vet of that game for many many years while Dreads are very powerful ships in that game they went from superpowered to almost obsolete with an exclusive role in starbase destruction as they cannot do much else. While i know sins is nothing like eve. There is a similar nature to most space games and the addition of super ships and the effect they have on the overall gameplay. I implore you to keep working with this as you released the beta to get feed back and im telling you of a drove of massive problems i have encountered with the dreads already. i am not saying this to knock your or quiet_mans fine work and this excellent mod. my goal is only to see it continue in its greatness and give my input. Again my final word is that there should continue to be considered solutions and testing to the dreads as the current method i find is more problematical than functional.
I will do as u say and check out the research based version see what is different i assume all the files are present. I know you and the other testers are trying very hard to work around the crappy limitations in the coding from ironclad and your work is very appreciated. I thank you for this most excellent mod and i just want to help you assure quality remains within the best of my abilities and help out where i can. I wish i knew more so i could just provide a solution in the coding element but im still learning that.
Your appreciation is appreciated!
Yes I got that impression ... and I don't want to damage game-play. Its a matter of us understanding what the limitations are and finding a solution.
What I meant is that if the AI builds a capital there is 1 in 6 chances of it building a Dread as there are 6 caps in total. This is a simple guess because there is no way of knowing what cap an AI decides to AI. If the AI losses caps there is a greater chance of seeing a Dread - that is if if builds a cap replacement.
Yes, this summaries the issue.
I take your point. However, in the expansion version of Maelstrom (for Original Sins) I included research for Dread abilities. The Dreads in this version of Maelstrom were an attempt to 'simulate' starbases.
Sorry this can't be done ... as I've stated before you can't make the AI selectively build a Dread The only way to selectively create a Dread is to have an ability to spawn a it (in fact you could have this ability to spawn up to 5 ships caps, cruisers, frigates which can be weighted)
The same goes here, that is with regards selectivity. A starbase is no more selective than a capitalship factory. If you use the spawning ability to only what to assign it to one unique structure or else you would be inundated with Dreads.
It is not a bug in Maelstrom it is how the spawn ability works, can't do anything about it - that is if Dreads are created using this ability. If players where to be able to build Dreads (like in Maelstrom Expansion) then the AI will have that selectivity problem we have been discussing.
It's a bonus all players receive.
Again everyone gets the bonus.
Starbases are decimated quickly by squadrons and antimodule cruisers why not add a Dreadnought? Likewise a Dreadnought can be decimated quickly by squadrons.
Relatively, it costs the same amount as the oppositions Dreads. How much money does an empire make in 30mins. What if the cost of the Dread was aromatically siphoned from this? Answer: conceptually it would be fulfilling, practically not a great deal.
I don't agree. Slow their production (1 an hour for instance) reduce their power (/2) -two simple suggestions - make their abilities research dependent. "consider going back to the drawing board" I have implemented the Dreads in both possible ways ... there is nothing left on the drawing board, just finding the right balance or taking them out of the game.
And you are getting Dread after Dread which you can use for turtling.
Appreciated ... especially the passion part !
MR M check out this thread, you might want to add your two cents about the issues with AI as its being discussed about implimenting capship building control starbase placement and many other ideas you have. Also about your sound file limitations maybe they will address all these issues with the memory module patch they are working on. Maybe ironclad will sort out the problem allowing the next phases to work out without headache.
https://forums.sinsofasolarempire.com/?aid=400364
Thanks Mr D,
I have been following the thread ... what Ironclad will do, apart from the 2GB limit, is unclear. Not sure who they are listening to.
Lets hope for the best!
oh and have you asked ManShooter how he is getting around this AI problem for his Citadel ships? I believe they will be simliar to your dreads
No I haven't ... but looking forward to playing his mod. Have you played Maelstrom Expansion yet?
PS: In ManShooter's mod his ships will be balanced against his new races not the original Sins races
ignore this post blonde moment
i got my freinds playing the mealstrom mod atm with me the pre dread one for diplo.
Sounds like a fun party!
I couldn't find it in the change notes, but I think the replicators antimatter regeneration has been completely negated, except for the converting ability. At least with combat ships, the antimatter regen is nonexistent. With my scout ships, they have normal regen.
I guess my question is whether or not that's intentional.
Also, the Replicators' starbase is supposed to be the only one that CAN move, but currently (R2) it is the only one that DOESN'T
There are three ways Replicator Frigates can acquire antimatter 1. Production Platforms 2. Research Antimatter Converter ( i.e damage in battle converted to Antimatter) 3. Stars
Look at the starbase abilities ... you can make it move or hold its position via a ability.
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