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The Founder

Pls explain one thing to me because maybe I'm missing something... what is the corelation between stacking armor through this mod (melee protection) vs shields (ranged protection) here? Becasue as long as your facing ranged enemies how does stacking armor have any meaning anyway?
 
The Founder

Pls explain one thing to me because maybe I'm missing something... what is the corelation between stacking armor through this mod (melee protection) vs shields (ranged protection) here? Becasue as long as your facing ranged enemies how does stacking armor have any meaning anyway?
All Ranged attacks except psionics have to combat armor and shields.

Shields are skipped by melee.
Armor by Psionics.
Beyond that, all attacks have to fight both values.

And yes, the rare Psionic Melee can skip both. People were excpetionally worried about that. Like the Devs would not just decrease the attack damage to offset that!
 
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All Ranged attacks except psionics have to combat armor and shields.

Yeah ok. I've been playing this game for so long and I always thought armor = for melee attacks, shields = for ranged attacks (facepalm).

So generally speaking, aside from a few specific scenarios, it doesn't matter if you focus on stacking shields or armor, as both reduce damage, right?
 
So generally speaking, aside from a few specific scenarios, it doesn't matter if you focus on stacking shields or armor, as both reduce damage, right?
Indeed, mostly it does not mater wich one you stack.

Armor still works on melee while shields still work on psionic (unless you combine both), but for most ranged attacks they have the same effect. And ranged attacks are a lot more common (even the default) in Planetfall, as opposed to other AOW titles.
IIRC, Armor, Shields and Channel resistance/vulnerability are just added to a single score that is used to reduce damage. But I would have to look up what the formula was again precisely.
 
Oathbound Galleons can't seem to equip the Dvar mod Ironbreaker Modifications. Their attack claims to be classified as melee and arc.
Can you apply that mod to Dvar vehicles like Ramjet, Ironclad or Excavator tanks?
If not to any of them: Thre might be additional limits then what is listed.
 
Ramjets can for sure, so can Oathbound Champions. It's one of the most widely usable mods in the game in my experience.
That could still leave the option that ships are generally excluded.

In any case, this sounds like a Bug report not a reply to the Beta Forum.
 
It's covert operation strength, not operation strength in general so you didn't seen the strength number change in the interface. If you looked at the chance you had of succeeding covert operations with slots in it and without you'd see the difference.

So, since I'm currently playing a Shakarn planet I decided to test it again and no, there is no difference to be seen. So maybe there is a difference and the interface just doesn't tell you but I doubt it. The %-values for success-chances don't change.
 
So, since I'm currently playing a Shakarn planet I decided to test it again and no, there is no difference to be seen. So maybe there is a difference and the interface just doesn't tell you but I doubt it. The %-values for success-chances don't change.

Strange, I could swear I never got got 80-90% chance of success values before by not investing very much in Covert Ops tree... or maybe Shakarn simpy are that powerfulwhen it comes to CO to begin with (recently I've also been playing them so I've seen the numbers myself). I'm not able to tweak with the numbers by adding/removing colonists from the special slots anymore though as my GE saves were already swiped clean by the system :p
 
Strange, I could swear I never got got 80-90% chance of success values before by not investing very much in Covert Ops tree... or maybe Shakarn simpy are that powerfulwhen it comes to CO to begin with (recently I've also been playing them so I've seen the numbers myself). I'm not able to tweak with the numbers by adding/removing colonists from the special slots anymore though as my GE saves were already swiped clean by the system :p
This is the thread of the Beta branch. In wich the Shakarn building has been rebalanced to a simple Researach/Production racial building.

If you are running the beta, of course you will get no changes to secret ops strenght - that very thing was removed.
 
i am just passing saying hello.
so far so good. i like the oathbound nerf so far. i would also ask for a paladin champion teleport range nerf but it is an unpopular opinion.

still waiting for AI improvement like:
updating mod loadout, clearing marauder camps/ npc habitations and more use of higher tier units, sooner.
:)
 
This is the thread of the Beta branch. In wich the Shakarn building has been rebalanced to a simple Researach/Production racial building.

If you are running the beta, of course you will get no changes to secret ops strenght - that very thing was removed.

I probably worded this incorrectly: what I meant was that before the "specilized colony slots" went life with Oathbound dlc... even when playing Shakarn I don't remember reaching such operation strenght this easily...

My initial response was to an earlier post that suggested this doesn't work. But it does seem to work actually :)

Well nvm. Devs decided to remove it either way...
 
so far so good. i like the oathbound nerf so far. i would also ask for a paladin champion teleport range nerf but it is an unpopular opinion.
I am convinced the Champion is hte Oathbound "Artillery", so it needs a Range 9, Full Action attack.
In this case, it is a artillery that shoots itself.
But that is another discussion that goes to far for here.
 
Localisation Update
We've pushed a small update with the new localisation changes, version number is still the same so don't be surprised if you have a small download but don't see any changes.
 
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I got just a single psi-fish dwelling on the map with "obtain 2 psi-fish dwellings" victory condition despite being on beta branch.
This can happen if you pick a smal map - wich I am picking too, usually.

I really wish they would change those "conquer X" quests to have a target based on a percentage of the total.
 
Oracle's Favor no longer gives a stack of Precognition to their army at the start of battle, and instead gives Precognition after they kill an enemy unit and costs 2 points.

I think this is the only one I don't like. Sure, it might have been a bit too much, but it was fun and gave you a clear, non-conditional benefit.

Summon units are now available as requisition items when playing their respective race as well since you cannot otherwise build these units.

Sweet! I was sad to see I couldn't select the valkiry when playing as vanguard.
 
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