archpsi

archpsi

Joined Member # 2382175
13 Posts 120 Replies 1,192 Reputation

most likely one player barely made any fleet and gave resources to the other. I would love to see a cap rush(not really a rush, but some way of going mostly caps in the game) in small random 1v1 maps that does work, but I havent from any of my tests or opponents that have tried it vs me.

15 Replies 8,135 Views

oh do not understimate culture, as long as culture reaches the planet (even in the case of one broadcast center creating influence and its influences reaches a planet a few jumps away) it can increase the output (credits, metal, crystal) of the planet by 10% to 40% (by increasing allegiance by 10%: 25% -> 35% increase of 40%).

19 Replies 11,873 Views

vasari are balanced around having an easier time capturing extractors early game and getting metal/crystal research combined, however many maps have 0 captureable extractors. anyway tech wise and for economy. tec get trade at tier 2, culture at tier 3, refinery at tier 4 advent get culture at tier 2, trade at tier 3 and refinery upgrade for trade ports at tier 4 vasari get refinery and culture at tier 3 and trade at tier 4.

19 Replies 11,873 Views

[quote]kind of a waste of time... on feb 13th i posted the exact same chart but in an easier to read excel spreadsheet. i also listed links to at least 6 other posts with the same kinds of charts (here)nice effort though...The chart on the link you provided is too confusing. I'll just trust that the game developers put the correct information in the game. My chart information came from the information provided in the game.Simple is better[/quote] simple != correct. if you're

119 Replies 115,270 Views

[quote]The figures are taken directly from the in-game description of each ship.[/quote] which have been known to be incorrect when it comes to damage and are just rounded values to make the UI seem more user friendly (although it is just dumbed down and doesnt make it any more user friendly).

119 Replies 115,270 Views

[quote]If you check the "what would you like in 1.03" thread, PJI buff/change is possibly one of the most requested things.This isn't only to do with siege, basically any large fleet can go unharmed through your empire, even with hanger defense they will barely have any losses.The reason the developers made it this way was to prevent turtling of super weapons, but I would rather see actual choke points being effective (PJI worth building) and super weapons being modified to keep them balanced.I

40 Replies 37,365 Views

theres already a mod that makes pirates playable, but it has a few bugs in it. [link]https://forums.sinsofasolarempire.com/?forumid=443&aid=300131[/link] heres another mod with a 4th race. [link]https://forums.sinsofasolarempire.com/?forumid=443&aid=301691[/link]

6 Replies 4,395 Views

If you check the "what would you like in 1.03" thread, PJI buff/change is possibly one of the most requested things. This isn't only to do with siege, basically any large fleet can go unharmed through your empire, even with hanger defense they will barely have any losses. The reason the developers made it this way was to prevent turtling of super weapons, but I would rather see actual choke points being effective (PJI worth building) and super weapons being modified to keep them bal

40 Replies 37,365 Views

Vasari if you have time to tech to the appropriate tier and are really committed to wanting dozens of squads (not that spamming will always work well). -15% extra damage in influence (the cap is not 11%.. I wonder why so many people get to that wrong conclusion). -it takes the carrier cruisers anti-matter to create each bomber/fighter, vasari create full sqauds the fastest of all cruisers, Ive got replays that show this. Which means they can replenish the fastest. Include the fact t

34 Replies 26,479 Views

doesn't even affect 1/3rd of the damage of most cap ships and for one not at all, however it is significant for the desolator. the list of non caps it influences is: assailants. bombers/fighters. sentinels.

18 Replies 11,586 Views

the discharging missiles make them immobile and is on autocast, so sometimes when they are engaged even if you issue a move command they will continue shooting and not disable it, gotta do it manually.

1 Replies 2,427 Views

darkmadmax you claimed that your first battle is only after 1 hour, this means that both you and your opponent are actually colonizing planets that are not in the direction of the opponent at all and then both just sit there when you guys reach each other or just avoid each other, till one thinks he has an upper hand. most 1v1 players who focus on 1v1 spearhead their colonization towards the enemies planets (easy to figure out on small maps even random, with early scouting) and thus the

41 Replies 69,012 Views

zzsleeper I was just trying to say that you should use dps charts that are not incorrect in the future and double check what your relying on. to tell if its correct or not, check entity files or sites that extract the info from entity files, like. [link]http://roe.totalgamingnetwork.com/wiki/index.php/Sins_of_a_Solar_Empire/Flak[/link]

24 Replies 16,835 Views

exact info: [font="times new roman,times,serif"][size="2"]rebellionInfoCount 2 rebellionInfo minTimeBetweenAttacks 480 maxTimeBetweenAttacks 600 arrivalDelayTime 20 spawnShips minFleetPoints 20 maxFleetPoints 25 requiredShipCount 0 randomShipCount 5 randomShip type "FrigateTechLight" weight 2 randomShip type "FrigateTechLongRange" weight 6 randomShip typ

7 Replies 17,084 Views