actually.... cant you do something like that in current rebellion? have a Loyalist Advent and a Vasari team up, the Vasari grant's the Advent phase lane access and the Advent do their instant capture thing with their Titan, then Abandon the planet, let the Vasari take it and they can scuttle it... Sure, it's not a 1 man show, but the Vasari barely have to be involved.
SithLordAJ
sure, why not?
I had not seen this happen up until the other night when my flagship disappeared. Yeah, the one that if it dies you lose, that one. Where the hell did I put that? clicking on icon in the 'objectives' tree resulted in seeing empty space not in anyway correlated to the solar system all my ships were in.
Yeah, the loyalist 2-lab culture tech is really strong, imo. You don't have to spend alot of money to get good culture tech, and you can then use the remaining logistic slots for military. It also means your getting more money from your planets, and delays the need for tradeports. It seems culture in general spreads faster than in diplomacy, but it really doesn't take much time at all with this this new tech. I was amazed that it kicks you up 30%, which is the equivalent of th
[quote who="Pbhead" reply="62" id="3128017"]you should update your awesome spreadsheet of awesome sometime... prolly when things are a little more hammered out.[/quote] I plan to. Trick is that I don't own Excel and Open Office... well, it's not Excel. I need queries, I'd like VBA, and I'd prefer not to have to do it all at work, upload it, then download it again at home :)
For reference: Advent Loyalist/Rebel Corvette Cost: 100/10/5, 2 supply, 15 seconds to build 200 HP, 250 SP, .75 'very light' armor front bank Beam weapon- 40 dmg for 1.3 sec, 3000 range, 15 sec cd, 'composite' type rear bank Laser weapon- 25 dmg, 3500 range, 14 sec cd, 'composite' type side banks Point Defense- 23 dmg per bank, 3000 range, 12.5 sec cd, 'antilight' type TEC Loya
yeah, that's Bernoulli. I honestly wouldn't have noticed except I started putting things in my calculator just to double check I knew what the hell I was doing and got different numbers :p The fact that it was the 3rd one down really threw me for a loop, because the first I got, but was obvious, then the second has a rounding error, so I thought the 3rd would settle the matter.... Anyhow, all is good Yes, I realized it's a differential equation, which is why I was interest
If you're getting an error in the same place, it's not related to the problem I have, and I dont think it's the same as the OP. Just because you got the same error message doesn't mean you got it for the same reason. Anyhow, I haven't had crashes since I switched to windowed mode. I changed no other settings, but I believe windowed mode means the antialiasing is disabled, even though the settings show enabled.
Well, quite a few things in Sins have multiple weapons (capitals, titans, starships, flak). But corvettes are the only ones that have multiple attack types. The issue, I think, is that it is very difficult to balance multiple attack types on multiple ships. if a ship has 6 attack types on it, it is essentially 6 different ships for the cost of 1. However, I think the Corvette is maybe an experiment to see if they can pull off this more realistic attack scheme. The sequel might
[quote who="mastermidge181" reply="3" id="3127426"]I think that the moons should actually orbit the planets. i dont understand how they can make those as big as every planet.[/quote] well, in no way at all are any of the elements of the game realistic. I go on about this all the time. The planets dont orbit; they are waaaaaay too close to each other and their sun; the size of the planets compared to ships, stars, gas giants and asteroids is pitiful; there's no s
well, first and foremost, i think corvettes need their own damage and armor type. Then you can really 'play' with the numbers to get them balanced. I realize they have multiple weapon types at the moment, and I kinda like that idea, but I think it can be done. [quote who="Sinperium" reply="39" id="3127404"]You could even have the cost and logistics increase with each new researched level.[/quote] Riiight.... so I have maxed out my ships slots with corvettes, I queue al
Bilun, fyi, your numbers look slightly off... are using some other method than standard Bernoulli? For 2 revives, my math says 7.79%, all the rest look right except for a rounding error on 1 revive. Yeah, I didn't get the answer today... I'm working on it. Seems like a good opportunity to apply some of the calc I've been learning. [quote who="SpardaSon21" reply="19" id="3127192"]Has somebody besides the OP tried to increase the probability on Retu
[quote who="bilun" reply="12" id="3126642"]The synergies(which is to say multiple revives for a given ship, whether it works or not) add a whole additional layer of complexity to the problem(I'd have to throw in calculus in addition to probability & combinatorics).[/quote] Sold. I'll be back tomorrow.
not to mention that everyone and their mother has a different idea as to what role corvettes should have... would be nice for the devs to explicitly lay out where they see the corvette fitting in and being used and countered, then we can help make suggestions from that.
Interesting how I start a topic with no math or science evident, and somehow people insist on that direction [e digicons]:grin:[/e] Just the other day I was telling my friends "You're on a game show and there's 3 doors..." and they didn't believe me! [quote who="bilun" reply="9" id="3126627"] ALso remember that since the advent rebels are going to be reviving both friendly and enemy ships, in reality we should be running this calculation based on the com
[quote who="RilletSnowy" reply="3" id="3126591"] "I mean, for every 10 you lose, you get 1 back" Not true. Gambler's fallacy. Just because you have ten ships does not mean any will come back. Every ship is a coin toss independent of the others. Every ship that dies has a 10% chance of returning. Those are bad odds no matter how you look at it. [/quote] I very much know what the odds are and how all that works. Anyone that took my statement to mean "bu
You're right, it's not in the tooltip... odd... I thought it was. It is in the entity though, if that counts: hudIcon "HUDICON_RESEARCHSUBJECT_RETURNOFTHEFALLEN" modifierType "ChanceToRespawnFrigateAtHomeworldUponDeath" baseValue 0.000000 perLevelValue 0.050000 artifactPicture "" uniqueOverlayBrush "RebellionResearchOverlay" Interesting, it only mentions 'frigates'... so this may be even more restrictiv
Ok, so quite a few have noticed Return of the Fallen doesn't work, but I didn't see a direct post on the subject, so here it is. I've tried modding the game a bit so as to increase the chance to rez... somehow, this causes the game to crash. It's a modifier, so I'm not sure what else I could play around with to try to force it to trigger. Any ideas? Now, I've been thinking about this ability and the other one that takes opponents' ships on death. 10
The way I see them is they shouldn't do much damage on their own. it's the weapon effects that should make them effective. If they're doing the bulk of the damage in a fleet, yes they should be toned down. That's what a lot of people seem to be saying. However, you run a fine line because if all they do is the weapon effects and nothing else, they cant run interference on lone ships/scouts running rampant in your territory; which is one of the best uses of corvettes in my opin
If you want to establish both money and a fleet fast, my advice would not be to head for tradeports right away. Especially as the loyalists. with only 2 civil labs, you can research culture and 2 techs that make it spread very fast. I would throw that down close to the homeworld and then focus on building your fleet. Be methodical by building a big fleet of cheap ships, and replacing losses with specific ships that counter the opponent's spam. The other piece of advice is
Thats not a 'research victory' though... That's more like that wonder victory others have discussed. Not that it's a bad idea... I would very much be up for something of that nature. As for what options there are right now.... turn down the victory speed. Why the AI is going so fast on the research victory isnt due to a bonus to research speed (i dont think they have that), but more due to the fact that they have loads of cash to waste. And then it
I dont think they know... The Rebels want to find out.
well, while the resurrection tech isnt working... of course it still sucks... [e digicons]:grin:[/e] I have 100 scouts. I bring them to your fleet with the Rebel Titan and a Discord battleship... Send in a martyr, do some damage to all nearby ships, and the titan gains a damage bonus, and a random enemy ship takes some damage as well, effectively doing 700-900 damage per ship. Multiply that by a hundred and 10 of them come back to life for free, plus rez some of the opponents&
I give up. It's like people saying a car needs racing stripes when the engine and chassis aren't put together.
Actually, reading your post, I had no idea you guys were allies. I guess it would've been stupid of him to tell you he bought the tech if you were playing against each other... but maybe you guys were just fooling around? But you could eliminate that possibility by asking your friend if he had a deliverence engine.