psychoak

psychoak

Joined Last seen Member # 2882780
6 Posts 3,129 Replies 1,595 Reputation

[quote]EDIT: so "DDR" = x2, while the "3" indicates x3, and both cannot be true at same time, so specy report (on this data point) is nonsense. HAve I understood correctly?[/quote] DDR is Double Data Rate, DDR3 is third generation DDR. Not a math function, just a version number. Speccy is completely accurate, it's just not "smart" for "dumb" people, which is actually kind of nice since so much of that stuff cau

44 Replies 262,511 Views

DDR is double data rate. It's like an engine firing twice per revolution, versus once. It processes on the rising and falling edges of the signal. Speccy doesn't correct for this for some reason, and shows it the same as it would if it were SDRam from the late 90's.

44 Replies 262,511 Views

Your motherboard is triple channel. It has six slots and supports 24GB. There isn't any 534Mhz ram though, DDR is x2, you're running 1066, you should be able to run up to 1866 on that board, which would be much faster. This only has a minor impact on the performance you'll get though. Things are limited by storage typically, or processing, so you'd gain responsiveness from an upgrade, but nowhere near the difference in the speed of the ram. &nbs

44 Replies 262,511 Views

If I play normal opponents, I do not have to stack 6 starbases on each planet, rush constructors, etc. To keep up with cheating prick AI at higher levels, yes, I have to abuse the shit out of a highly abusive system the AI doesn't exploit...

25 Replies 64,228 Views

There is an ApplyBuffToLinkedSquad for getting things onto fighters from the home ship, and yes, it does apply to the actual fighters, not the squad. You can detonate them from that.

2,761 Replies 7,634,971 Views

https://forums.galciv3.com/476049/page/1/#3625533 That's a much better post for seeing "I suck" and "this is why" responses. There seems to be a lot of people who over-value bonuses to the detriment of their productivity. Creating sets of seven is very important for maximum effectiveness. A full set of six basic factories around even just another factory results in onl

25 Replies 64,228 Views

No, you would use: instantActionTriggerType "OnDelay" delayTime 0.000000 IfFirstSpawnerHasBuff is for the OnCondition trigger. You'd use this if you wanted a variable impact based on the status of the caster. This is used in vanilla for the overcharge ability on one of the titans. IfOwnerHasBuff is used in a similar function, to do variable impacts based on the state of the target. You might want to use LastSp

2,761 Replies 7,634,971 Views

instantActionTriggerType "AlwaysPerform" This is for ability files and periodics. Instant actions are conditionally triggered. When you put an AlwaysPerform on one, it continually replaces itself, thousands of times over your 300 second time span. It actually will add the effect as designed, but it will do the 300 second duration after the buff is finished running and it replace

2,761 Replies 7,634,971 Views

1. Yes it does. 2. Buffs start from abilities. The ship references the ability, the ability references the buff. Buffs can reference multiple buffs, having room for five instant actions and two periodic actions which can all call another buff. To do that particular example, you'd do an ApplyBuffToSelf with the ability, then use that buff to disable the ship and apply another buff to the resource extractors using ApplyBuffToTargetsA

2,761 Replies 7,634,971 Views

Before they nerfed the hell out of the Death Furnace, there was definitely no comparison between the idiologies, but it doesn't give a raw manufacturing level bonus anymore. :) You get the super quick constructor-->colony ship conversion from Pragmatic, and double starbase production. Resource harvesting and trade get pretty major boosts, as well as both penalties to others for attacking you, and diplomatic boosts to yourself. The 50 turn war embargo

12 Replies 69,015 Views

4 classes. :) Your biggest problem with disabling phase jump is going to be the AI wont be able to play the game. In which case, you're better off using fighters for smaller ships even though they reproduce for free and can't use abilities. This idea you have is completely foreign to the AI design. Having designed a unit that can't jump for SOA2's X Class worlds, I've observed the AI trying to move

2,761 Replies 7,634,971 Views

[quote]Would applying such an ability to all galactic bodies such as planets, suns, etc. work? I could set the target filter to only frigates and corvettes and the owner to neutral, enemy, friendly, and self (I think?).[/quote] Planets can only have passive abilities, but yes. Efficient is to use the shipyards though, regardless, they can buff each ship as it comes. [quote]So whichever ship is ass

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[quote] Can buff entities be applied to certain ships without using invaluable ability slots? For example, a hidden buff that disables the jump drives of all frigates or just specific types of frigates. I mean "hidden" as always applied to the ships without using one of the four ability slots, and still showing up on the infocard "Phase Jump Disabled." Or a buff that increases mitigation.[/quote] I've done quite a few of these, but you

2,761 Replies 7,634,971 Views

Stacking 18 starbases around a planet is really really retarded micromanagement hell, but since the AI never abuses the capability, I don't really mind so much. One per planet is probably a better game design decision though. You're restricted from stacking benefits like this with other starbases and it's really somewhat inconsistent that planets can be heaped with massive production modifiers like that. Even six is pretty absurd, just the initial raw production

52 Replies 215,194 Views

The slider says how much of it goes, the actual shipyard says if it goes in the first place. If you don't have a shipyard, or have an inactive shipyard, none of it is going. Until you actually set something building, your planet is assuming full production just as if there wasn't an attached shipyard to start with.

91 Replies 255,839 Views