[REL] Capital Abilities Mod |Obsolete|

I hate you too, Phase Out Hull.

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Missile Barrage Version

Patch for Entrenchment 1.03. 

Big thanks to the posters in The Thread for help and suggestions. More thanks to Dekhranic SoaSE Mod Tool GUI and Harpo's Manifest Maker.

 

Important things to note:

Akkan Colonize has been redone due to being badly bugged. To compensate, they get [only] a population growth bonus. (50%/100%/150%)

Animosity is set to a periodic buff now. It will reapply the buff every four seconds.

Guidance will still auto-cast on ships without active abilities, like carriers. There doesn't seem to be a proper constraint to fix this yet.

Scramble Bombers is still there, for now. It's had a antimatter cost (50/35/20) and cooldown reduction (50/40/30) instead.

Jarrasul Colonize delay removed, antimatter cost decreased (80/70/60), and build-rate buff increased. (30/50/80). The SpawnFrigate buff does not seem to work with Colonize.

Phase Missile Swarm has decreased damage (200/350/500) but only hits hull.

 

:fox:

25,112 views 16 replies
Reply #1 Top

:)  Sounds nice... :)

 

Reply #2 Top

TBH, the akan does work but you got to wait like 3 minutes for it, but that time you probably have built your own, but nice that it got replaced with another buff...

Reply #3 Top

Quoting Mooster, reply 2
TBH, the akan does work but you got to wait like 3 minutes for it, but that time you probably have built your own, but nice that it got replaced with another buff...
I've waited a good ten minutes or more without it appearing. (Yay time compression.) Other times it appears immediately. I'll see if I can mess with the ability and break it more. :|

 

:fox:

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Reply #4 Top

Woot Woot! Yeah for updating Caps!!!!! Huzzah!!!\o/

Reply #5 Top

In regard to the Akkan, I read quite a while ago that the reason it's colonize starts with no extractors and only ends with 2 is because if you increase it, it does wierd things when you colonize a planet with less than the number of extractors than the ability can build.

But like I said, this was a while ago (before Entrenchment, I think) so it might have changed since then, although it might be worth mentioning, in case that is the problem you are running into.

Reply #6 Top

Nope, unfortunately. I just tested in vanilla Entrenchment, and extractors failed to spawn from Colonize 2 for more than 15 minutes.

I suppose I'll just remove them altogether.

 

:fox:

Reply #7 Top

yeah, and give us poor TEC a better boost, like increase population growth!

Reply #8 Top

Well, after a game today as TEC, I discovered just how powerful the Marza is.  You see, I can easily defeat Unfair AI's on larger maps, but I was playing on Point Blank just because I could.  At any rate, I knew I was doomed long before the end of the game, but I did manage to get my marza to level 6 in time.  

My response: :omg:   

I've always known that the Marza can devastate fleets, but when the AI had knocked out the rest of my planets, I was on my HW with just the Marza and some repair stations (and a few frigates).  I wiped out four of its fleets with MB.  By the end of it, my marza was level 9.  Eventually, the AI just waited, gathered a far larger fleet, and then came back a fifth time at which point my marza died and I soon followed.

 

Yeah, random...  But the point is, I stand by my point made in the previous thread that the Marza's buff should be very small indeed.

Reply #9 Top

Uploaded a new version. Changes:

Akkan Colonize switched to give [only] a 50/100/150% population growth bonus. No more extractors.

Fixed Kortul Disruptive Strikes.

Fixed wrong sound for Skirantra Repair Cloud.

 

MB is extremely powerful. Easily imba against the AI. The community in general seems to think that the interrupts balance it out, though. Nevertheless, I uploaded a second version that is exactly the same except that it has Missile Barrage capped at 42 targets.

 

:fox:

Reply #10 Top

I think, even among those advocating a MB nerf (including me) that a hard cap is the wrong way to go.  Part of the problem with MB is that there's no obvious way to nerf it. 

I personally think phase missile swarm should have been made to shield bypass (100% chance of bypass, basically) instead of a damage boost.

Those critiques aside, I approve of this mod!  Keep up the good work!

Reply #11 Top

MB: Right. Target cap is the simplest way, though.

PMS: Hrmm. Might increase the target cap and reduce damage that way. Between that, Desint, and missile banks, it'd be killing everything before their shields were down.

 

:fox:

Reply #12 Top

PMS: Perhaps keep the same damage as it was originally, but make it so it "AFFECTS_ONLY_HULL"

Reply #13 Top

4200 unmitigated damage seems a bit much for an uninterruptable non-ultimate ability.

 

:fox:

Reply #14 Top

over seven targets, that is only 600 damage.  That's not that much.  Sure, you could kill seven LRF's with that, but anything with any sort of armor would live.  Against HC's, it wouldn't do much...

Reply #15 Top

Updated.

 

:fox:

Reply #16 Top

Some minor bug fixes to cap abilities you might also want to include.

File 'BuffReactiveNaniteArmor' plays the wrong sound file.  Should be 'Effect_ReactiveNaniteArmour' not 'Effect_EMPBlast' **

File 'BuffEMPBlastSpawn' does not play a soundfile at all.  Should be 'Effect_EMPBlast'

 

**Remember the 'u' in Armor!**

All around, I like the changes. :thumbsup: