Hello Stant123, thank you for pointing it out. I tried it and made all fleet support research dependent on having the same level capital ship crew research. The AI does indeed research capital ship crew then and I saw much more capital ships in their fleets. Indeed had most races one dread in their fleet. <a id="ctl00__Content__RepeaterReplies_ctl18__LinkUs
Quiet_Man
and a very stupid request: Can you change the direction the Advent dread is moving? It is so irritating when manuvering.
[quote] spawning is dependent on FleetPoints not capitalship FleetPoints. Spawning Dreads will mostly likely mean you won't be able to build other capitals, or at least for the AI.[/quote] correct, but if you make fleet support dependent on capital ship support (so you need to have certain capital ship support available to increase fleet support) and set the fleet support requirement for dreads so "very" high this is no issues. You will always run out of fleet support before capital.<br
[quote]Sounds like you have been having fun.[/quote] It was the first time the AI had a fleet capable to counter a late game dread fleet and the first time I saw major dread fleets fighting. It is quite a view. Just the formations get messed up as dreads a much larger than normal ships. If you would balance the game for many dreads, you would need to increase default weapon range. At the beginning the dreads fleets would create a big bulk like wrestling. Only when the range extensions
I tried it out by copying the scout replication ability and using it on the capital ship factory to spawn dread. It worked better than expected cause it does not take capital ship limits into account [e digicons]^_^[/e] So for a test game I had removed fleet support (to make sure they are build) for dreads and started small system with two AI replicators. At the end each had ~50 dreads with support fleets. One AI had ~450 horde frigates. When two AI fleets with ~15 dreads each clashe
ok, brain storming second gear [e digicons]X|[/e] what with the summon ship ability? I think the flag ship mod used it to sumon capital ships at start by creating a ship yard with an according summon ability. it would simply spam dreads until the capital or fleet support limit is full? Human players could deactivate.
making the fleet support research dependent on capitals research seamed to have helped with the AI building more capitals. But still very seldom I see dreads. One problem might be now the fleet support cost of 200 for them. The AI always rushes for ships and as soon as it has support capacity it would start building frigates and cruisers. just doing some brain storming: Remove fleet support cost for dreads at all and instead connect their availability to research? e.g. h
No minidump, the game just stopped. You were right, when I tried the autosave it worked. It is the first time that I had a problem beside the slow downs. Another thing I just recognized was the 3 Armor and 10% shield mitigation bonus on my fellow replicator high level capitals where showing on and off in the ship info screen, switching about 4 times per second.
think this time I hit a real bug? Playing the replicators I had researched all items (including all the phase jump bonuses). The game was close to end when I discovered an artifact "phase accelerator" on a just conquered world and with this message the game stopped. The game was to test performance a bit more. It was a random medium system for 4 players. So not many worlds or stuff. The game was running fine and I had made peace with the Norlamins to watch them playing. They had no go
I just remember my test with the previous game running slow. I wanted to try to reduce the Norlamins ships count by attacking their fleet which was attacking the Advent world. To save my cruisers I had set my fleet to keep position and let the strike craft do the work. There was no change in game performance. The game came to an hold when I tried to bring my dreads weapons into the fight by closing the distance. the abilities makes sense. In my last game I had absolutely no slow down
another little remark: I tried to make fleet upgrade dependent on the same level capital ship crew upgrades and it seamed to help with AI building more capital ships.
I don't think it is the strike craft. I had over 100 squads and docking them made no difference. I just had a game where my strike craft got disabled by an Norlamin fleet and it still slowed down during the battle. It looks like with many frigates and cruisers the path finding gets messed up? About 200 Norlamins frigates and cruisers where pounding my high level fleet of 4 dreads and 4 carriers and they where in big bulks trying to get in reach. I wonder if extending the weapon range
I tried the save game again and the slow seams to come when a certain amount ships in one fleet is reached and becomes real worse when they fight. As I said it was a medium system and basically only me (TA) and the Norlamins. So the total amount of ships, structures or activity was not high. "Just" two major and two minor fleets battling. I had a major fleet of three dreads (level 10, 9 and 7), 9 capitals (level 7 to 5) and ~30 cruisers which got stolen pretty fast against a fleet of
I loaded the game with the slow down again and let it run. After 10 Minutes it seamed to stop but this time I just waited and really after 2-3 minutes it continued, not smooth but it would progress. It is a medium galaxy and most races except me (TA), the Norlamins and the Advent where gone. The last two Advent plants where just being terminated by a huge Norlamins fleet. After the Advent fleet was gone there wasn't much going on beside the Norlamins bombing the last advent planets. From time
sorry, I meant the resource research specifically. to explain more precisely: to survive and to complete the initial research items you already need a solid income and have build out some worlds. If you have reached this lets say "medium" level the Norlamins income/spending balance seams to go through the roof. So the higher research items for resources and building bonuses simply don't kick in. So after a slow start they suddenly take of and there is simply nothing that is expensive
if you play a none englisch version, you might need to go the the SOASE main folder and move all none "english.str" files off. Then SOASE should switch to english and use english.str of mods
I had an very interesting game. Random-Medium single star 6 Player, I took TA and gave each AI a different type. I started very defensive. Exploration and building a Dread (with 200 fleet cost means you first need research). I managed to make peace with most AI, took some strategic planets which reduced the entries to my empire to four and secured them with fleets (per fleet one dread, three capitals some cruisers) and let the AI play. In this game indeed the Norlamins dominat
sorry, the single asteroid thing was just a joke. The real point I wanted to make is that they have strong resource boost plus cost reduction, which seams a bit overkill? Because if you just research the first levels of both, there seams to be no need for further research.
now the Nolamins are the secret super power for me I tried them on a random medium game, put everything on "low" in game settings and beside the fact that the AI had problem starting up, I was swimming in resources before I had researched 1/3 the production upgrades and bonuses they have in their research tree. The armor and shield bonuses make their ships practically invincible. They look so [e digicons]:dog:[/e] but with a little time for research I think they can be
Please don't nerve the dreads totaly, I love them as they are and just raising the fleet support cost to 200 helped lots to balance the game, but yes the Nolamin and the Alliance dreads seam pretty strong. I just played with the Advent and their Dread is nowhere near. Even with Starbase upgrade it had less than half the firepower of an alliance dread. I increased the strike craft to 3 per level to compensate which feels right playing it. Maybe change the ship type from Battleship to carrier t
Hello again, I upend the fleet cost for dreadnoughts to 200 and set the building cost to 2* normal capital. It realy makes a difference as fleet support hits you on overall resources and building dreadnoughts only you cannot support other ships. I had a very nice game playing TEC. Not sure if TEC dreadnoughts are weak or if the AI just had so smaller ships but it was a hard game and I had to retreat and build repair stations to keep my dreads alive. Once the economy kicked in
I change diplomacy by tripling the time between missions assignment and also tripling the time to complete mission while reducing the required target number and the relation level for peace treaty to 10%. I started another game on ancient gifts with replicators + 5 AI (1 of each race) and this time managed resource research and had good income. Also I could make peace with all other races early one by completing relatively simple "give resource" missions. Later on I got attack mission
sorry I don't have diplomacy. I have little time to play and original sins (even more with your mod) has alot to do with. Also from experience and player reports it looks to me like to many options and opening even more traps for the AI to fall in. I like the simplicity of original sins and take the limitations of diplomatic options as challenge. I have looked at the changes in diplomatic missions from other mods and it looks not to complicated, like simple probability values for certain miss
this time I'm playing the replicators in a 3 vs 3 in Ancient gift (some vanilla map), The map is split into many small system with few planets. I did not recognized the huge extractor bonus from research, so I had a relatively hard start. But even with them it is quite difficult with standard systems. What keeps me over water is that I have few frontiers, my ships ability to replicate and AI battling each other. Also the big defense laser helps lots. Problem is that I get impossible missions
I played vanila SOSE with Nolamins (or so) against Replicators. about 6 hours on small system. The AI did not use the replicators very well, no difficulty. I just took the time to try things out. No technical problems. I had increased the Dreadnought fleet cost to 100 and tripled resource cost but it had only minor impact. Even on the small system my resources went through the roof. I couldn't spend enough. Maybe reduce overall resources? Regards and thank you for a great mod!