From the changelog, the upcoming 1.1 patch is fixing a bug where squad owners only work on creating one squadron per type owned. If this is the same issue that plagues hangars, they should work better after patching as well if they're included under the "squad owner" umbrella.
Mongoose22
Whew, from the looks of things strikecraft (particularly fighters) are getting majorly buffed. Fighters will have their non-Light damage doubled, carriers will sport multiple squads, and anti-strikecraft will have their strikecraft damage ratcheted down a lot (although their non-strikecraft damage will actually go up slightly). Looks like no one will have any worse than a 50% penalty on their base damage against any type of ship anymore.
[quote]I had a question about this part of the original post:"WARNING: This ability is broken in 1.05. The damage script doesn't properly stack, which prevents most of the damage from occurring. Easily fixable if you know how to tweak your BuffMissileBarrageHit.entity script, but if you are unable or unwilling to, Missile Barrage is essentially worthless."Is there a tutorial somewhere that could show me how to fix the particular file, and if I do so will it a) be fixed in MP and b) still let me
[quote]Missile Barrage was broken since Sins initial release..It never work as DEV planed.And If work correctly, missile barrage will one of the most powerful ability in Sins. It can literally wipe out every frigates in 10000radius by single(well 20 actully) shot.[/quote] Well, in practice I've fixed the ability on my personal machine the same way you stated before, and it's not quite that powerful because of shield mitigation. 25 seconds is plenty of time for mitigation to ramp up or
Updated Malice and Missile Barrage for 1.05.
Woohoo! Always nice to see patches come out. :CONGRAT: Looks like the Marza Missile Barrage is still broken, though. :SNIFF!:
The shield generator absorbs 30% bombardment damage, then 50% and 80% with more research. I don't think the antimatter pool is ever used for anything. Maybe it used to be and they just left it in?
https://forums.sinsofasolarempire.com/312551 As bailknight says above, the Missile Barrage level 6 ability of the Marza TEC capital ship is broken. :SNIFF!: Tested this myself against a large group of enemy orbital structures, and as stated, no damage is applied to any of the targets until the ability expires, where it then applies a small amount of damage. As you might imagine, this is far different than the way it's supposed to work, which is intended to b
[quote] I don`t know what this lines do exactly but changing this 2 lines in BuffMissileBarrageHit.entity will fix this problem. onReapplyDuplicateType "ReplaceWithNewBuff" -> "StackNewBuff" buffExclusivityForAIType "ExclusiveForAllPlayers" -> "NotExclusive" [/quote] The first one means you can have multiple copies of the same buff on a target, rather than a second one replacing the first, meaning you always only have one copy active. Not sure what the e
[quote]What the hell is MOO2 anyway?[/quote] Only one of the best PC strategy games ever. (Master of Orion 2)
According to the reference info: * Charged missiles for Sentinels gives a 25% range increase and does 12 damage to up to 3 strikecraft within 750 units of the target. * Charged missiles for Assailants gives a 25% range increase and does 15 damage to up to 4 ships within 1500 units of the target. * Cluster Warheads does 10 damage to up to 6 ships within 1200 units of the target. * Finest Hour does 60 damage to every ship within 1000 units of the target, autocan
[quote]- Sova Rapid Manufacturing - my understanding of rapid manufacturing is that it only applies to strikecraft that belong to the Sova, and has no aura effect at all for planetary production.[/quote] It does have an effect on a planet you own. It's not a long effect, though, so you won't see much of a boost unless you have a lot of simultaneous builds going, i.e. multiple factories making ships and/or multiple structures being constructed at once. [quote]So how does the Ma
Okay, go [link="https://forums.sinsofasolarempire.com/311542"]here[/link] for a readable set of stats.
Let's see if I can make the formatting more readable here than the last time I tried posting this... TEC
Ah, bugger, all the formatting disappeared. I'll make my own topic with this so I can edit it.
Here's the notes I have on the stats for capital ship abilities, along with a couple notes which everyone is free to (and perhaps should) ignore. ;p [font="courier new,courier,mono"] [size="6"]TEC[/size] [hr] [size="5"]Kol Battleship[/size] [b]Gauss Rail Gun[/b] Level available: 1 / 3 / 5 Antimatter cost: 75 Cooldown time: 6 Affects: enemy frigate, capital ship or structure Range: 5000 Effect(s): Dama
Check out the reference chart from Zyrxil stickied at the top of the Strategy forum. It's got a nice damage/armor chart that's very helpful to determine what is best against what, whether it's strikecraft or any other ship.
Yeah, you're basically outta luck here until you expand. You need to find/take another planet you can currently colonize, or if you can't find any reasonable targets and the only ones around are ice or volcanic planets, you'll need to scrap two of your other logistical structures to build two civ labs and research the appropriate tech.
I recommend reading the [link="http://www.gamasutra.com/view/feature/3638/postmortem_ironcladstardocks_.php"]postmortem[/link] linked from the home page. "No single player campaign" is the #1 bullet point under "What Went Wrong".
Shield generators prevent 30% bombardment damage to a planet. With research into Superior Planet Shields they get upgraded to 50% and then 80% damage reduction. I [I]think[/I] they stack, but I don't know for sure.
[quote]Thanks, Mongoose. I found this statement interesting as well. However, armor is more effective than a straight hull strength increase because it increases the effective hull regeneration rate (again by a factor of 5% per point of armor) Don't think I agree with that one. When you research hull increases, your heal rate also goes up, at least according to the research info tag.[/quote] What the statement means is that while getting more armor is analogous to givi
It's more like case 1, according to [link="https://forums.sinsofasolarempire.com/305565"]this post[/link]. Damage is reduced by 1 / (1 + 0.05 * Armor), so each extra point is worth less than the next. The rough amount of damage reduction for each point should then be: 1: 4.8% 2: 9.1% 3: 13.0% 4: 16.7% 5: 20.0% 6: 23.1% 7: 25.9% 8: 28.6% 9: 31.0% 10: 33.3%
Played around with some powers a little more, and I think Channelling actually means that you can't issue other commands to the ship using the ability without breaking the ability's firing. I used a Missile Barrage on a Mazra, and the Missile Barrage stopped firing as soon as I tried to move or tell the Mazra to do anything else other than spit explode-y thingies.
I'm curious: what are these in terms of abilities? For instance, the Radiance's Cleansing Beam is marked as both interruptable and channeling in its scripts, but I don't recall any mention about what those might mean in the game.
[quote]What else can they dent?[/quote] Er, siege, maybe? Oh, and other scouts. ;p