Sins of the Fallen is a massive enhancement for the critically acclaimed Sins of a Solar Empire.
New Races with new strategiesNew PlanetsGameplay Enhancing AddonsAI Enhancements
Journals: [SotF] Diplomacy Pacts & Bonuses, [SotF] Improving the AI, [SotF] Cosmos Ad Infinitum
What version of Sins of a Solar Empire is supported? Sins of the Fallen is a modification for Diplomacy and Rebellion.
How do you install Sins of the Fallen? Please read How to install Sins of the Fallen.
Why does your mod have so many folders? As Sins of a Solar Empire is a 32bit game it is restricted to 2GB of ram utilization as well as other various hard coded limitations. The stacking structure used with this mod allows more than 2GB of content by allowing portions of the mod to be loaded.
Will you support Entrenchment or Vanilla? No, I did have previous versions that supported Entrenchment (See Release History), but have decided the it was too much effort for one person to try and maintain both.
Quick test has proved fruitful. Destroying the moon base will only destroy it's infrastructure upgrades reverting it back to a normal moon.
so...
Moon Specifications:
Neutral and Captured moons will be invulnerable to damage.
Captured moons will provide a small bonus to the local planet (population/resource possibly, may require research).
Moons may be upgraded to Moon Bases providing additional Star Base type upgrades.
Moon Bases will have health represented by the upgraded infrastructure.
Reducing a Moon Base to zero health will revert the Moon back to Neutral/Can be Captured.
Automatic Can be captured Conditions
1) Moon is on a neutral planet
2) Planet transitions from occupied to neutral and is not a Moon Base
3) Planet changes owner and is not a Moon Base (potentially needed due to timing issue)
3) Moon Base is destroyed and planet is neutral or not owned by the same player
4) A scuttled Moon Base and planet is neutral or not owned by the same player
Sounds fun heh
Ahh thats excellent news. Really cool stuff, Yeah sounds very fun.
They will still have a build menu or will every abbility for it need to be through general research?
Regular moons will not have the build menu. Regular Moons will have an ability the AI can use as well to convert the Regular Moon into a Moon Base. Moon Bases will be like star bases and will have the build menus.
I'm debating whether or not to have moon bases be a researchable ability or open from the start. Part of the issue with requiring the deploy moon base to be researchable is all races would need the exact same research item in the exact same position in their research trees. This might work if Moon Bases where part of an extended Defense tree setup.
Additionally certain types of Moons will have the racial specific upgrades. For example, Advent will have an upgrade for Desert moons that isn't available to the other races if they capture a Desert moon (Vasari->Volcanic, Tech->Terran, Nephilim->Ice, Plague->Toxic, Hypercorp->Colonized Moon, Archailect->Artificial Moon, Rogue->Luna/Massive Asteroid).
hmm hmm, well both work, would be easy to make it a exact same-position research though, would be just like starbase research and that is almost always in the-pretty same spot. Hehe.
So will it have unlockable uppgrades like the starbase? ex: holy light for the nephiim, or will every uppgrade be availible at once you colonice it? I must say i like the idea of this, great job getting it to work.
So I've been thinking this through somewhat while building out the prototype (which works great by the way).
I'm thinking people like research trees too. So we'll extend the defense research tree for moon bases make the first level research the ability to colonize the moon (i.e. convert it to a starbase). Colonizing the moon will immediately add population making it worthwhile in most cases to perform. Then we can have some of the moon specific/race specific upgrades to give a little flavor there.
Some of the standard upgrades I'm a bit on the fence with is actually Hangars and Trade Ports. The reason being is the moons will be generic entities for the most part allowing for any faction to colonize any type of moon. Unfortunately the squads and cargo ships would also have to be generic as well given this approach.
Abilities don't bother me as much as we have 4 ability slots to work with for Moons. I'm thinking atleast two can be racial specific and the other two being generically available upgrades. Just remember each Moon can only have a max of 9 possible upgrade types though we can decide on how many upgrades they can make from those nine (currently configured as standard 8).
Moon Upgrades that make sense...
Moon ability ideas...
For the first iteration I will simply build out the different moon types with the generic upgrades we can tweak it from there as necessary. The fun thing though will be adding abilities that the races can take advantage of if they are on the favorite moon type.
I'm also thinking Orbital Defense should be an upgrade that combines weapons and health together to free up some slots.
Here are the currently available star base upgrade properties (copied from my wiki http://code.google.com/p/soaseplugin/wiki/StarBaseUpgrade)
Here's a semi boring video detailing the Moon concept and how it can transition from a Star Base with upgrades back to a normal moon and vice versa
http://www.moddb.com/mods/sins-of-the-fallen/videos/moon-bases
very nice
Just watched the video, and it looks great. Very nice concept there. Too bad with hangars particularly, but i wouldent want every faction to have the same fighters, nor cargo ship so same there. Anyway its a minor annoyance compared to this cool stuff.
Abilities: you could also let Max Allegiance be a race specific uppgrade for someone suitable, that would leave one more slot for other stuff.
-------I'm also thinking Orbital Defense should be an upgrade that combines weapons and health together to free up some slots.--------You could do this, or perhaps it would be better to combine the health and shield into orbital defence/fortification/whatever instead. Maybe a bit more synergy with both beeing defensive in nature and a natural symbiotic project. Dont really matter offcource its mostly flavour.
Dooing these things would let the general abilities be: population, culture, factory, defense, offense, block colonice, that would leave 3 abilities for race specific ones. Gonne need some ideas there though. Can always steal some from the inividual starbases for the easy solution or go all out creative and tailor 2-3 for each faction.
Stock market could be one for hypercorp, but it could just aswel be a general research in the research meny, or a special building that substitutes for regular trade buildings, instead of trade ships you would have "Stock Traders" lol, maybe that would be too silly, hehe.
By the way, have you tested how it looks when weapons fire are coming from the moon? I am a little curious as to how that will look seeing the natural shape of the moon. Also i assume that different factions will get different weaponry, same as a starbase?
Hypercorp: Stock Market, Cloning facility, Hypervelocity Cannon: JUST BECAUSE I WANT THEM TO HAVE SOME DPS!! (also it matches hypercrop in the hyper part)
Rogues: Tortuga:The moon functions as a focal point for all sorts of piratish activity making the pirates more effective at...beeing piraty, all their ships gain increased movement speed in the local grav well, and you get a slight economical increase. You get the idea. Historical name ofc.
Corrupting influence: Beeing so close to wealthy and corrupt Tortuga can make even the most stalwart man think thoughts of greed: Capture enemy frigate, long cooldown. This could be the followup research to the number 1: Tortuga--->Corrupting Influence
Nephilim: High temple/Visions of heaven/Joyful Reunion/etc: The Nephilim can summon forth blissfull visions of heaven that makes those exposed to them unable to fight for a duration. (the standard abbility that makes all ships ceasefire)
Cathedral/Healing touch/Gods Love/Love of the Creator: The Nephilim can call forth waves of healing that affects all nearby beeings.(ships haha) (a variation of repair)
Eternal Peace: The Nephilim all prays for the day when everyone shall join them in eternal paradise(increase culture)
Eternal Bliss: The Crew of an enemy vessel is exposed to the true light and immediatly switches sides, permanently.
Plague: Biological Research Facility: Creates a deadly plague to wipe out a specific population. Maybe a little overpowered but could work like a small superweapon hehe. Target a planet and let loose a nasty disease that lasts for a long time and kills off most the population and hinders their regrowth for a long time. Would need to be balanced with respawn rates so as to not be op. Muahaha.
Spore Factory/chimney: Saturates nearbye space with deadly spores that attack even the very hull of non-plague vessels. In effect let every enemy ship in the grav well take damage ALL THE TIME. muahah. Would be similiar to the pirate cap ship abbility of the AnnaV, but would need to be lower ofc, maybe 0,5 hp first stage, then 1, then 1,5 ---however many tiers you want. It could also be a radius around the moon and not the entire grav well.
Some random ability ideas:
Attack Drones: Attack drones are released from the moon to engage nearby enemy ships. (this is just a dumb idea i came up with to substitute hangars for those you perhaps would want it as a race specific abb for. Would work just like the cap ships "spawn bomber/figther" abbillities, just in higher number and perhaps a little tougher. I dont think it fit hypercorp outstandingly well though. Hehe. But it can be twisted in a variety of ways and could just as easily work with regular figthers/bombers. I just picked the name attack drones because i felt they could have a limited power source to justify their limited duration.
Another alternative of this would be too actually spawn something bigger, like frigates or cruisers "Reserve Forces: Forces beeing held in reserve are deployed to the battlefield."
Hope something here can be used. Let me know if you want more elaboration/better text on a subject.
edit: i tend to forget the nano part of the hypercorp, i am always unsure how much you want to gear them towards nano tech and what that really implies, i am not 100% sure what nanotechnology implies, i know some see it as minature technology, but i think scientifically speaking that its far more advanced than that. In any case:::
Nanorobotics: Level 1: The Moon is host to a veritable swarm of tiny nano machines that are constantly dooing what they are programmed to do. In this particular case they repair any friendly ship in close proximity too the moon. Level 2: The Swarms of tiny nano machines take on a more offensive role, and attack any designated enemy vessel that comes within their range. (abbility can be active or passive, if active 1 tier work as some sort of repair, either single target or aoe, if passive it heals every vessel within a certain radius of the moon slowly : Tier 2 if active work as a single target or aoe damage and if pasive does damage to all enemy ships within a radius)
You could easily build tier 3 + aswell. for instance: tier 3: The tiny machines are now able to disrupt targeting systems by emitting tiny disruptive signals that are multipled by their numbers, in effect reducing enemies effective range and chanse to hit.
The ship building uppgrade for hypercorp could be called NanoForging or Nano Forge or whatever scientific term that applies.
Bah its so much harder coming up with suggestions than if i had done it myself, then i would just have gone my own way and thrown down the book hehe. Anyway Let me know what kind of stuff you want for the various factions so i can make more productive suggestions, right now i am stumbling a little in the dark.
Here are some words: Nano Repair, Nano Disruption, Nano Swarm, Nano Forge, Nano Medicine, Nano Weaponry.
What's your timeframe to get the R3 bridging mod for DS done by? Any idea will help.
I was going to release what I had for Release 3 but I found a few modifictions in Distant Stars I needed to encorporate. I plan to release the next Distant stars bridging mod with Release 4. The good thing is a lot of fixes (thanks to various feedback) will be in Release 4 as well as some new features with Sins of the Fallen. I'm on holiday now but hope to get a release done sometime before the end of July. If that doesn't happen I'll release a patch to Release 3 including the DS bridge around the same time period.
Release 4 will include Hypercorps and a first iteration of the Moon Bases.
I haven't asked anyone yet, but is there interest in a DS Bridge with the Rogue and Hypercorp races?
With the current system limitations I'm not sure if I could do a version that has all the races, but I suppose it could be tried.
Maelstrom has 6 races and it runs quite good (overkill on the new races's tech, but nonetheless). Have a shot at it. I generally use DS as the basis of my Sins's LAN group (I usually make changes to suite their tastes, though). It took about 5 hours of work to balance all the races (with my previous work) on the last new release of Maelstrom. I had my work cut out for me. :-!
If you use some of the pirate elements (meshes, sounds, etc) in the game to form up a faction, that'll help. Regardless, no more than 6, I'd say.
I say focus on your own mod first and get it done well and proper. Bridging can take quite some time aswell so..
Speaking for myself id like to see your mod done well and proper before anything else. Hehe
Got one more idea: "Captured Infomorph" can be put into any research tree or upgrade or whatever and can pretty much do anything, but preferably something to do with research speed, research cost etc.
You also have technomancer, you know those in shadowrun that are always connected to the net. Maybe you can use those concepts somewhere.
Also some psionics for you:
Psychoportation/apportation: Your psionicists force a hole in the fabric of reality, allowing your ships access through too any place in the galaxy they have knowledge off.
Remote viewing: Your psionicists scries the enemy, granting you unprecedented knowledge of their activities in a specific system./optionally Astral Projection: One of your psionicists leaves hes body behind and visits an enemy system in astral form, giving you firsthand information abouth whats going on. Dream Travel: same stuff just worded differently.
Phase Storm: Your employed psionicists combine their power to create a great storm in phase space that greatly delays all phase travel and damages enemy ships en route to your planets. (i dont know if this is possibly with the engine:D)
Telekinese: Reaching out into space with their powers, your psionicists grip an enemy ship and holds it motionless/and/or crushes it.
Other powers that pretty much speaking for themselves: Stasis, Domination, Mass Hysteria, then you have stuff like ID and EGO combined with words like shield, attack, blast, this can make for some fun freud+psi-fi combos.
Other disciplines that could fit: Pyrokinesis, precognition, psychokinesis. And then you could always just go with generic Psionic Storm/psychic blast and stuff like that taken straight out of bad science fiction just beeing generel psychic powers
There are a ton of other powers but i dont think stuff like retrocognition, faith healing, mediumship and death warning fit. I dont think of these powers as psionics anyway. Maybe hedge psionics, hehe.
- You can use psionicist, or psion or psyker as name for the practicioners. prob more but thats all i can think of right now. Psionicist is pretty much the standard word.
He's already done another release of Fallen. Working on the bridging mod should be the next thing done. Plus, how do you know the timeframe if you don't do mod work yourself? Last time he released the updated version of Fallen, he had and updated, as needed, the bridging mod thereafter. What's the point of doing RC4 when he hasn't had all the components of RC3 done yet?
Distant Stars is probable the second most popular mod known for Sins (short of 7DS, but that's horrendously unstable and is more for kicks than gameplay). The more connected this is to Distant Stars the more appeal and attention will be drawn to his original mod, Sins of the Fallen.
"Working on the bridging mod should be the next thing done."
Who are you to say what should be the next thing done, its all well and good to speak for yourself and say what you would like to be done next, but dont go saying stuff like its god's own truth.
"Plus, how do you know the timeframe if you don't do mod work yourself?"
I have modded other games and i do know some abouth how it works, what i said was "it CAN take some time" as in it may or it may not.
Zombie can do whatever he chooses to do, its hes mod and neither me nor you got anything to say abouth anything. All i did say was that i personally would prefer for him to focus on hes own mod before dooing anything else, but i really dont care, i am happy just to play and have fun with what he relseases when he releases it.
"The more connected this is to Distant Stars the more appeal and attention will be drawn to his original mod, Sins of the Fallen."
He is not making money from this, you are not hes finanicial advisor and i think he is perfectly able to think for himself.
For the record i like DS alot, its a great mod and i am sure it would be nice to combine the two. I just didnt like your tone in your last post. I got nothing further to say on the subject, so please dont derail this thread with any more unneccesary banter. Have a nice day.
The Blue Arcadia has an error in it's Master & Commander power, it is supposed to increase range while decreasing evasion for all ships within a radius. Instead, it decreases both.
It has been fixed in the internal version. But on hehalf of Zombie (if i may be so bold) thank you for reporting it anyway.
Its likely been discussed already, but for some reason I seem to think that the Rogues need a structure or super weapon similar to the Vasari's.A short term blast that lets them jump in to anywhere per say, even if it doesn't do any damage. Well that or Rogue only jumplanes, but I know the latter is just my love of piracy talking.
Edit: For some reason, I look at the background of the races and get an inkling of possible connections. Would I be right in saying that if there was a campaign to this mod the Hypercorps (at the very least) would likely mistake the Plagued for Exurgents? Then again I just realised you already said that. Have you considered Warhammer 40k/Dark Heresy at all. There was a fairly good Rogue Trader type expansion released for it, with a couple of unusual sourcebooks.
Anyway, so I don't keep making an idiot of my self, mind if I try and sum up what I seem to think the view/theme of each race is before attempting to make more suggestions or storming.Nephilim: Religious Giants who specialise in strong ships and combined culture/trading. Rather a straightforward, powerhouse race.
The Plague: Ninja pirate robot zombies. More seriously though, vampiric cyberzombies that get stronger over time. More of a defensive style zerg rush, that prefer to turtle up while their infection/culture spreads and they level up.
Archialect: Formerly human AI. Society based around spreading and uploading people to their mainframes and getting revenge on those who betrayed/mistreated/shackled them. Smaller, Elite faction perhaps? With plenty of disabling or hacking of enemy ships and structures, due in part to them being able to simply create minor copies of themselves and 'spamming' the enemy. Possible abilities to screw with the enemies large scale fleets/disable planet level control of things they attack (forcing the enemy to build defences and similar by using individual constructors and the like. Not to mention their restart and reroll capital ships.
Hypercorp: Cybernetic/Cyberpunk megacorpation type enemy. May or may not actually be evil, but could be slightly on the side of morally dubious as it does what it must for Transhumanity to survive. The main problem with this faction would be making it different to the TEC, as they are the main canon economic power. One amusing idea would be for their super weapons to be the opposite of everyone elses. Rather then blasting the enemy, perhaps they can blast their own bases in order to boost production/resources. I'd almost be tempted to suggest resisting going down the whole boosted resources thing with them. Perhaps they get boosted benefits from relationships and the like, or even doing more damage against targets that you have a good relationship with (curse your sudden by inevitable betrayal.) The type of faction where allying with them can provide great benefits, but you don't know when/how much data they have on you. Perhaps the ability to have their trade-ships drop probes, or even pack minor weapons?
Pirates: Collection of Mercenaries, Raiders, pirates and the ones who don't like living legally. They seem to be cheap, economy ruining and packing lots of dakka. Almost like a more offensive version of the Plague. Besides their cheaper ships and cheaper/safer raider dealings, perhaps they should have their mission tree the other way around (offering missions to pirates at level 1, while offering them to other races at level 4).
I fail to see exactly why the hypercorp would blast their own structures, or get resources from allying with someone, or have weapons on their trade ships though.
What exactly is it that make this "hypercorp'ish" ? Or is it just to let them be an economic power and different from tec? I assume you have read the info thats on the moddb page? (it looks like it based on what you write here)
The hypercorp allready have something special going for them: it just hasnt been implemented yet. They will not be like Tec. Well unless zombie changes hes mind that is. Hehe.
I agree with you on the hire pirates at lvl 1 type of thing though. That tree could easily be rearanged for the pirates, and it would help them stand out more.
Getting resources from allying with people: New Trading partners etc.
Blasting their own structures: Less actual blast, more a way to reflect an ability such as targeted economic stimulation or similar. So its less that they are shooting their own buildings and more using game mechanics to reflect something like that. Or you could think of it in more corrupt terms, as them going in and shooting random employees in that sector as a motivation tool to work fast.
Weapons on their tradeships was just a three minute idea I thought was funny, though it could be representive of something like privateers or similar. Though I suppose armed merchants/privateers would be more of a pirate faction type thing anyway.
I basically read the pages and wanted to get confirmation before I started thinking up serious suggestions.
@Malanthar, thanks for standing in and responding while I was on vacation
So... Cool, I should take more vacations Lots of good stuff here. I was able to read most of it but my android phone doesn't like this forum for some reason and couldn't reply.
For starters I'm going to have to collect all of these ideas into a tracking spreadsheet so I can be sure to give them the attention they deserve. So many ideas, I'd rather do this then quote them all back with comments
A couple of things I will quote on...
I actually did have a version of DS done with R3, but held back when I found some things had changed in DS and wanted to make sure they were incorporated correctly. Of course during this time a good amount of gameplay issues where reported on the core mod (post R3) and fixed that I would like to get released either in a patch or with R4.
I personally consider DS a nice addon for my mod but not critical when it comes to releases. I still have plans on continuing with the Distant Stars addons as it provides a nice variation for extended research trees that I don't really want in the core mod.
This will most likely occur again when Diplomacy 1.3 releases as many changes are expected especially around the Diplomacy tree.
Either way it's nice to see some banter in addition to the feedback in the thread
I actually have a structure that fits with this theme for the Rogue. Unfortunately, the model isn't compatible yet with Sins but the idea is to either create Rogue jump lanes or make their in system jumps even faster.
Warhammer stuff should probably be avoided for the most part. They take their IP pretty seriously and only allow Total Conversions when it comes to modding. As it stands the only similarity is the name which is incidental.
This is a really nice summary. It's good to see how others might view the races as I intentionally leave some things vague similar to Ironclad and the original races. I will agree with Malanthor that some of the Hypercorp stuff doesn't seem to fit but good suggestions none the less. I've thrown away a good many ideas during the process of making this.
The only other thing I kind of differ on is the cyberzombies part, but really I don't mind as I did leave it somewhat open. I can see why you might think that though as the ships themselves are a organic/mechanical hybrid. I just never considered they would extend that to themselves as the Vampiric leaders would be above that type of modification, though it could be possible for the infected.
I agree on the Hypercorps/TEC comments and want to balance them so they aren't just clones of TEC. Due to their transhuman nature they will have mid-late game access to powerful psionics (loved the name malanthar suggested of Psionicists). I'm also considering how their ships will upgrade and what their power ratio's should be for lack of a better term. I have an idea for their ships that might make an interesting change in battle dynamics and upgrades for them... Just need to try it out and see if I like it.
On the blasting of their own structures structures or killing off random employees, I'm not sure what this would work well in a sins setting or with Hypercorps. I suppose this would have been interesting for Vasari if it were done. A vasari variation would be to convert a portion of the population to supporting ship construction (i.e. toggle type ability similar to advent trade port that decreases the amount of planet population for slave labor, in turn decrease the tax income but increasing ship build speed).
BTW, the plague starbase has the ability to eat it's own planet to regain health
Ah.. I just realised I hadn't explained myself that well with the Hypercorp thing. The super weapon wouldn't actually do any damage, it would be more like the Advents long range culture weapon. Only instead of increasing culture rates, it would increase production/tax values. Wasn't sure how to lore it at first.
Hehe, welcome back Zombie, hope you had a nice vacation.
You dont have to give me any feedback at all regarding my ideas, you know that, if you look it over and find something thats of use to you -good stuff. You can always let me know if you decide to use it, but i dont need an explenation. With the long ass posts i type down, it will just take up your time for no good reason.
I am eagerly awaiting your next release now, if you have a early version you want me to go over and check for bugs etc, just let me know and ill get to it. Let me know if you want me to work on trees or descriptions or something like that aswell.
And i agree with your previous post Sucal. Much more fitting for pirates that.
Ok got some more ideas, some silly some not.
Silly Ideas:Pirate Super-weapon having something to do with extra beer/rum supplies. Whenever used, the music changes to Psychosticks beer Song. Perhaps allowing the Rogue to phase to any system while the song is active. Or to spawn a neutral pirate raid that phrases out at the end of the song.
Archailects: Flagship/Headquarters type Capital ship that has dalek type vocals "Exterminate, Exterminate"
Serious Idea's
Rogues:
Not being able to capture planets directly, but able to build factories and stuff in any system they have a star base in, while stealing a chunk of that planets resources.
Research speed bonus based on how many planets under the effect of their culture? Between 1% to 4% per planet depending on research? (Due to their increased networking capabilities). Other culture ideas could be decreasing the enemies firing speed (Hacking attacks interfering with lock on and targeting speed) or parasite style effect (from starcraft) that turns enemy ships inside your culture into scouts by showing what they can see.
Seige weapons that don't kill the planets population/starting with logistic upgrades on planets you capture, to represent the conversion beginning.
I thought the silly idea was fun, but i think its maybe overstepping it a little. It is more suitable for dwarfs. As in beer drinking, water hating, horse disliking, tree choppin, hairly little men with big axes. Hehe. Creative idea for sure though.
Also as i understand it, i dont think the Aichailect are that homocidal. They want revenge yes, but that "exterminate, exterminate" sound more like it belong too some artifical machine programmed to wipe out all life. Not a bad idea though, but it might limit people playing it in making the faction too extreme. I wouldent be able to play Archailect then without feeling like a crazed soulless machine.
The stuff abouth rogue i think has allready been halfway implemented, and ive kinda forgotten but havent you allready given the rogues very little gain from capturing a planet zombie? Just read the description for colonice, it says something abouth offering a planet protection for a modest sum. So they dont really own and controll it. But yeah offcource it would be cooler to have them unique in how it look.
Personally i dont want them to be able to steal a cap ship, why would they when their own ships are probably much more suited to their own needs, the only reason you want to steal an enemy war machine is when you think it might give you something technologically speaking and the archailects are probably quite advanced with their abbility to process information much faster and access it at will. Would be like the Allies trying to capture one of saddams tanks during the iraq war. Its prob less advanced although it can kill you just fine. Just my take on things ofc. The scramble thing works better, but its limited to how effective a scramble is when the crew can phycically unplug the system. This abbility would work excelent vs a machine race, but vs biologicals -not so well. It still is a viable idea though. I dont remember but arent some abilities related to a certain planet because of something phycical beeing present there. Anyway i dont remember.
Also i think zombie has something planned for superweapons. I just.. dont... remember. hungr.
Your hacking attack idea might do fine as either an activated or passive cap ship/utility vessel ability or maybe a timered superweapon ability. The research increase per planet is fine but the logic behind it would apply to everyone ofc as more labs would mean more research. I dont agree with your take on parasite style effect, or the archailect conversion it just dont fit with the race. imo that is. If you want a converting kind of race you have the plague that pretty much breeds by convertion.
Finally siege wepons that dont kill will allready be implemented in a similiar fashion if zombie manages to work it out. Im not gonne say anything but i thought it sounded cool so wait and see and hope it works out.
Good with a little debate here. Keep it coming.
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