Syphadeus

Syphadeus

Joined Last seen Member # 6483652
2 Posts 11 Replies 206 Reputation

When calling in the minor faction reward "Phase Space Raid" there is a chance to spawn Lasurak Transporters. These incorrectly spawn the strike craft of the player faction, rather than Vasari fighters and bombers. This is only an issue if the player is not Vasari.

1 Replies 1,239 Views

It occurs all the time because it is a game logic issue in the AI. There aren't some situations where it happens and some it doesn't. It always works like this and it's not a new issue with this build as I noticed it when I was playing the last build. As the invulnerability state of a planet is a known and open value to all parties who can target it, it shouldn't be difficult to fix with the aforementioned boolean logic. IF target in list is planet AND planet is invulnerable THE

6 Replies 1,820 Views

The Vasari Carrier also does not seem to auto cast its repair cloud ability even when in range of one or more ships with hull damage. It casts its nanite armour ability which is a burst restore low cool down and stackable, or at least refreshable buff which its first ability in the icon grid. Might this be down to where in the ability grid it is rather than the ability having a dependency?

12 Replies 20,148 Views

What you need to do is find the entities folder and then use a text editor such as Notepad to alter the values to your liking. Recommend you create a copy of any files in case you make a mistake. For global research settings, look at the player entity files, there is one for each faction, I.e. 2 for Advent, 2 for TEC, and 2 for Vasari. In these you will see the military and cultural research values and can alter the requirements of the levels, for example make it so that all research

3 Replies 8,115 Views

I tried modding the Ankylon's positioning behaviour so that it presents broadside, by copying the engagement positioning code of the Akkan and pasting it over. It didn't work and just caused the game to crash. It's a shame that this has been acknowledged as an issue but not fixed as I don't think it would take much to fix it. Just someone who knows what they're doing with weapon arcs. You can play around and use a text editor to change stuff yourself by opening the entity files

10 Replies 25,126 Views

Nerfing isn’t the same as making pointless though. The ability is meant to spread culture at a target gravity well. Except now, because it can only be used in wells where your culture is already dominant, it is essentially useless. The only use of it I can see is where the gravity well is losing culture to an invader, and the ability will either slow this or reverse it. But that will only work for a matter of minutes, so it’s highly situational / edge case. <p

6 Replies 21,501 Views

Maybe I’m missing something but I don’t understand the proselytize balance change as isn’t the whole point of that ability to convert and spread culture? If it can only be used in a system where Advent culture is already dominant, that changes it from being an offensive power to a defensive one? Semantically, it no longer makes sense either. If the above is how it works now, in essence it is no longer proselytising anyone. Is

2 Replies 25,044 Views

I understand where you’re coming from, but the balance between the factions isn’t the same as Star Wars. In Star Wars both the Empire and the RA use predominantly the same technologies. The factions in SoaSE don’t. A beam laser is very unlikely to miss because it travels at light speed. So even targets thousands of kilometres distant are going to get “hit” by the weapon discharge in well under a second. In SW turbolasers and blasters don’t follow sc

9 Replies 5,836 Views

You make it sound like a simple thing. This would be a deep gameplay mechanic in of itself and take a tonne of work to get up and running. You'd have to create a rule and variable system i.e., define the things which affect and influence accuracy. TEC would be at an immediate disadvantage using predominantly projectile based weaponry, compared to the other factions' energy weaponry hit scan type setup. You're saying it's annoying because to you it isn't realistic but you're ta

9 Replies 5,836 Views

I think it's working as intended as the game lore is that it's reverse engineered from Advent shield tech. In the lore, Advent are the masters of shields and this is evident in their units which have high shield levels, recharge rates and burst charging but are otherwise very lightly armoured. The concept is that the shields have sustained sufficient damage to be collapsed and that the burst cooldown is basically like a charging cycle before the shield can be re-established. If it was

2 Replies 8,035 Views

I notice the screenshots, especially those on the Steam product page are 4K resolution. In the current EGS build from April, the display settings for the game are very limited and most finer control is limited to us editing the user file with notepad. Presumably, with the next major update / Advent release, we're going to see a featured graphics options menu which gives the ability to set the rendering resolution and other elements more easily? Thanks.

0 Replies 6,046 Views

[quote who="Lars1989" reply="12" id="3937594"] The ankylon cant focus its beam cannons on targets it focuses on and i think that might actually be intentional balancing. [/quote] It isn’t intentional. One of the devs in the reporting forum confirmed that it’s a bug.

13 Replies 4,402 Views

I can confirm this is still an issue. I believe it's related to the weapon point firing arcs for the Ankylon. In the game files, an example of one of the beam emitter points (there are 8 in total, 4 with one set of values and 4 with an inverted set) is: "weapon": "trader_loyalist_titan_beam", "required_unit_item": "trader_loyalist_titan_unlock_beam_weapon", "mesh_

10 Replies 25,126 Views