I was thinking a bit about the exotic production. If Trade-like system was introduced, you could also have both a queue of exotics to produce, with refineries each jumping around, all to produce the queued up ones, but also have that endless 8 on the side. So, say you set 2 refineries to produce gray and red exos consistently, these you lock into constant production/upkeep, while,say you have 3 other refineries that produce what is the current queue. Meaning, you have both a q
TomaSkTemplar
exotics Perhaps use it like Trade menu, you have export and import and you could shift between production of exotics exactly as is done with trade in TEC factions. Add, remove refineries from exotics instead of gold/iron/crystals. This makes it also possible to not produce any, when no refineries are set to work on any exotics. This way, you wouldnt pay upfront, but based on how fast they are made, you get that amount of upkeep. Queuing up you would pay nothing immediately.
An upgrade named something to do with explosives, is the last line of upgrades for TEC Ragnar faction. And the picture shows an explosion happening from the rear of the whole cartridge. Unique autocannon upgrade for TEC Exceptionalists.(Primacy) In case your artists do not know basics about firearms, their physics, what this Algorithm-generated image shows is a faulty explosion of a round, that would damage or destroy the weapon that fires said cartridge. Not an upgrade. The r
something like that, or increase the distance at which units are turned into 2D pictures, if detail, models are simplified, that is still better than outright picture when barely zoomed out. This was sometimes an issue already in SoaSE:R but things like fighters up to frigates have sometimes range, if you want to see whole engagement range of longer ranged frigates, then youre always going to see only the icons. With short-ranged ones like heavy cruisers, you can see the whole thing going on
unintended multipost
.unintended multipost, delete please.
This is all the way to beta on either all or most upgrades. Also, a suggestion, when upgraded to Reactive armor, you could have visual upgrade, as you can see on RL tanks, you know, the fatty blocks on top. Another suggestion, all derelicts should have their own type of debris, you have those pyramidal derelicts quite in their form, while remains of all ships, starbases currently share the same 'wreck'. Maybe this is in the works, but I had this idea for over a year but never
[quote quoting="post"] - [/quote] Well, there used to be 20 labs required, in sequence 1-4-8-13-20. It also used to be pre-release, that once tier was unlocked, like V, you could scrap away all the labs., you could research all that the tier unlocked. Then there was a version, where labs were all planetary, space labs were only to increase research speed. if you do pve, you can get unity points via research or passive skill upgrades on colonizer capship.
[quote who="Syphadeus" reply="9" id="3944399"] - [/quote] Pretty interesting you tried it with forcing Akkan's broadside as well as the results. Currently I am not in an abundance of free time to save, test things, even if I considered that a productive use of my time. (in the big picture, I think it is a waste for me personally, even if that would mean I would understand the systems better as a result, meaning, not wasted without learning) It does remain to be seen
[quote who="Blair Fraser" reply="6" id="3927891"] It's a bug in the code I need to fix. [/quote] Hello again, I was checking my older replies, regarding the Ankylon, it does seem there is no bug in the code, only that the beam firing arcs need to be widened to allow beam weapon sets - both the frontal and rear ones, to engage what is directly in front or behind the titan. What that means is you have 4 weapons that can shoot in firing arcs that do not r
Hello everybody :) Nice work on improved firing animations. Like Tek heavy cruiser. Autocast for repair does not start to repair missing armor points. Full HP means that Autocast will ignore 0% filled armor bar. Durability is now the armor of the hull HP, pretty interesting, how does armor work, seems armor strength is the mitigation that came from the shield. If Shield has any special mechanics apart from the new burst mechanic and takes full damage from any rap
The skill I forgot the name of says that there are 20 stacks of it. The thing that says bigger targets give more stacks. This skill only worked for a short time when the Ragnar was added, if I remember correctly, sometime around april last year. Then there was a patch and the skill either did not work at all, or as of now, gets just 1 stack. 4 skills now give 4% damage. OP stronk :P At level 4, it says 4% damage per stack. I assume it applies to skills not just weapons. so, 80
[quote who="nahnja" reply="3" id="3916459"] If I understand correctly, the problem is that the Ankylon cannot shoot forwards, but will align itself with its bow (front side) facing its target, thus unable to shoot its target. It used to turn one of its broadsides towards its target ... and shoot! I believe TomaSkTemplar is arguing, that since the Ankylon now aligns its bow with its target, its weapons' shooting windows should be adjusted, so it can actually shoot th
[quote who="RammaStardock" reply="1" id="3916272"] Hello! So the frustration here is that the ankylons firing feels dependent on its alignment, correct? Just trying to make sure I understand [/quote] Happy New Year :) It does not feel. Make an Ankylon. Upgrade it with beams. Issue attack order. Until the ship titan aligns the beams can attack. What that means, the beams cant shoot exactly straight to the front and back, because they cant turn. Reiteration I</
probably backwards as well. There is no physical limitation as to why the turrets should not be able to concentrate on a single target. You have 4 beams front, 4 beams back. To either side, the beams can engage, but giving an attack order, the titan will line up exactly to the position, where the beams wont shoot at all.
The model, while understandibly coming from SoaSE:R has: parts of Ankylon parts sitcking around like its engine parts. Trying to uparmor the new titan ship, you get the textures of upgrades from Ankylon Loyal TEC titan. The unit's collision is very huge and it is very difficult to get in near position for the Hoover-action. Weapons as for now have a need for rebalance, 25 and 50 penetration is not going to compare to Kultorask 960 pen. Considering that
[quote who="Blair Fraser" reply="2" id="3913797"] We've had an update every month since we started. The last one was in November. [/quote] Technically this is correct, if we take into consideration that there used to be monthly updates at near 25th of a month, this time the last content patch was in october around 25th. With consequent bug fixes to around 11.11. So, yes I do expect the loyalist faction next time. Discord isnt an interesting place.
The overall issue for many of the designs seems to me is that if there is even a press treatment, you can still flip the design by (or differently) 90 degrees to the side, so that you can save space differently, not the X sides axis, but the Y height axis. So, I do consider your point valid, that some or some more of the designs underwent some hammering, where they become flatter and wider. And for some reason, if you have an endo-atmospheric ship that lands on either side, belly or roof comp
It is the best design there is, I dont understand why you wouldnt loveit !!! :P Isnt it reminiscent somewhat of those corellian gunships, corvettes somewhat ? Anything related to Startrek, personally, the only thing I remember was that disk with two pipes. (25+ years ago) And I think it is for the best. Im no westerner, so for me it was 'weird 'Sheet'', best treated in a treasure manner: You dig a hole and bury it. Never to be found again. :) You could say it makes for
does damage way too soon. Missile burst does damage each time missile hits Hitscan burst however for some reason does not follow the same pattern and damage happens in near-simultaneous or simultaneous time frame. Meaning, damage does not wait for actual shots to at least be made, damage is preempted already with the first shot. 5 shots damage are made in an instant, while weapon did not even shoot yet. This is not a problem with single shot hitscan weapons, like say W
in first game pirates were too strong versus your early fleet and were countered by turrets. Their numbers are much lower now, even though the ships themselves arent pushovers exactly.
it is supposed to give 200% time in addition to 360 seconds.(possibly 1080 sec., 6 to 18 minutes) It has no effect.
Cielo ('heaven') used to do a + damage received on marked target, 40%. (lv 6,9 Kortul skill is now similar), another buff active skill was shield regen, like +1-2.5 per second and something more. (passive hp/shield regen in combat isnt present in sins2) Subverter used to reduce % of mitigation, like 8%. Now, you have a damage or dps debuff on the diplomatic ship instead. The rest I dont remember. Mitigation was applied even on hull hp in sins1. Sins 2 has mitigation only for shield, t
Trying to usurp power over a minor faction via bribing their ruling 'whatever' could result in the minor faction wanting to call in the other major player to help maintain their sovereignty from would-be aggressors trying to steal their freedom. Because even though these days 'we' might be used to ultra-corrupt and degenerate people in some countries leadership being puppeteered by money oligarchs, the oligarchs that do the puppeteering and the drama those officials play, is one thing, the re
I tried the new update, including the temporary one where some game settings were impossible to change :P I play constantly on the highest difficulty without planets rotating most of the time to make it easier for AI to attack. Few months ago it was normal to meet a 400 fleet followed by a 800 close behind, then in a few minutes 1500+. There seems to be a heavy resource mismanagement. I also watched a replay from AI perspective, sometimes it was constantly buying, selling thin