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Ok, got the new version of SOAGE. Seems to have lots of fixes. Was able to build the supercapitals/titans, but ONLY if I set it to "autocast on". If I tried to manually build, it would fail. However, using the autocast it was able to build 4 Allegiance.
ISD-II still can't raise their abilities.
When you build a heavy constructor, the second ability is disabled saying that additional research is required, but I may researched EVERYTHING in EVERY category. You also can't read the entire description of WHAT the second buildable starbase is.
No way I can find to build a supercap/titan shipyards. I had a planet I wanted to build a second one on, and no way I could find to build it, wasn't in the logistics buildings or tactical buildings.
Dauntless Cruiser seems a bit underpowered for something so large (I'm going entirely off the size and strength that it was in SW: Rebellion where it humiliated an ISD-I, but in this mod my ISD-II crushed it, I haven't actually used one to know if it's right for it's price).
Drop the ISD-II. Make the ISD-II-C the ISD-II and get rid of the colonization ability (I keep not using it anyway because every other ability it has is so much better).
Since you've already got the ability to research upgraded fighters/bombers, I don't know how it would be able to be added due to size of the area, but be awesome if it would allow for 1 more step of research so that you could go Tie Fighter > Tie Interceptor > Tie Avenger and Tie Bomber > XG-1 Assault Gunboat > Missile Boat/Scimitar Assault Bomber/Tie Defender (can't think of which would make the most sense).
Also intentional; you cannot build one, your starting homeworld has one, and it's the only one you will have throughout the game. Edit: To further clarify, if one could build them and thus by extension have multiple ones at a planet, the whole buff system for supercap spawning would collapse on itself.
While that's ultimately your choice, this will not be done. The regular ISD-II is both cheaper and uses less supply than the ISD-II-C. As mentioned in the FAQ, many ships used to be cruisers, however they were turned into capital ship entities in SoaSE:R for a number of reasons. These ships still retain their old, fixed level 1, abilities. The ISD-II is one of these ships.As for colonization, one of the main reasons the ship has it is that the AI will literally die without a colonizing capital ship. Why is anybody's guess, but seeing as how the ISD-II always had a ground compliment with it makes it well suited to house an invasion force.
Is the AI smarter than in ICW?
Is it indestructible then? Because if not, it's somewhat unfair to not allow someone to reconstruct if they get attacked and lose their starting planet but are able to rebuild and now can't have titans. Just make it so the shipyard is like the normal titan, max 1 at any time, and that way you wouldn't have to worry and you can rebuild.
While it's your mod so your choice, definitely not something I'd like. What's the point of a game that you get upgrades for capital ships if the mod doesn't allow you to upgrade your capital ships. Seems like a step backwards from the stock game.
I honestly wouldn't say it's smarter, just a lot more aggressive. Even in the little time I've played I've seen it do some seriously dumb things (like never colonize systems that are CHOCK full of resource asteroids in the system right beside it, while fighting tooth and nail for a system 6 systems away.
No it is not. You can attack the planet and destroy the shipyard. It's also impossible to put in such a cap on structures; that's the primary reason behind having only 1 at your starting planet in the first place. Further, if it was invulnerable, if a player lost their starting homeworld for whatever reason, and still existed (say in another system of a multi-system map), then said player could spawn supercaps well behind the front lines of the current controller of the homeworld, and the controller could not do a single thing to stop them. While it is somewhat unfair that one cannot rebuild a factory, this situation is even more unfair, and is even exploitable under extreme conditions.
There's actually a good amount of reasons. Whenever a frigate has planet bombing capabilities, it rushes to siege the planet, regardless of it's frigateRoleType (aka. what the AI uses the ship as). Capital ships do not have this problem. If these ships were left as regular frigates (note: there is no "cruiser" entity in Sins), the AI would make fleets of ISDs which wouldn't attack other ships, until a planet was destroyed; this was observed before the current setup was implemented, which resulted in an utterly incompetent AI. Further more, one can mess with the AI which results in them spamming capital ships, which SoGE has done, resulting in a more adept AI. It allows for abilities to effect frigates and capital ships differently; admittedly SoGE has not made use of this at the current point in time, though there is a definite chance that we will. Additionally, even though these "regular" capital ships do not get abilities that can be upgraded like the "elite" ones do, these ships do benefit from leveling up, in terms of health and firepower boosts.
Yeah, I knew they still had those advantages from leveling up. Didn't know that AI would refuse to use them as a combat ship if they had "x" abilities. Makes sense then.
That sucks. For me personally, relegates this mod to the realm of "could be good" though. Neat mod, I'm sure I'll still try out the new release every time just to see how it's going, but just the risk that I could lose the supercap facility and not be allowed to rebuild...just would kill the fun. Sure, likelihood of it ever happening is low. But there's still that chance. Let us know when you release new versions so that I know to try it out at least.
Well it seems like if you and I are in a game we don't stay on the same team for longer than 5 minutes, and locked teams are for casuals. They'd probably win because we both take each other out.
Wow. I didn't think I'd learn so much about SOAGE on these forums. Thanks for bothering to post in-depth answers here, Lavo. I probably wouldn't have seen them otherwise This answers a lot of questions about odd quirks.
I can see how making the AI untouchable in Sins could be really problematic.
That's a first that I heard locked teams are for casuals.The hardcore multiplayer guys on ICO always locked teams for "competitive" games if you can call them that.
I have run into the minidump RAM error on other Sins mods and I just fixed that through "Large Address Aware".
tlmiller, here's a stackable addon that makes supercap factories invulnerable. To use it, put it in your mod order on top of all the factions. You're one of the lucky few then. Some of our testers tried using LAA, but it didn't seem to do the job as well as a paging file. Really glad to hear a confirmation that LAA does in fact work in some capacity.