InfiniteVoid

InfiniteVoid

Joined Member # 3312942
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Culture stations divide their culture evenly among the outgoing phase lanes from the gravity well they are in, so planets with fewer phase lanes will have culture spread faster from them. Unupgraded, these stations broadcast culture at 10.0 per second, which with upgrades can go up to 12 for TEC/Vasari and 13 for Advent. Therefore, since planet B is spreading culture at 16.5 culture per second through the two phase lanes connected to it, your Media Hubs are each producing 11 culture p

19 Replies 14,830 Views

For a constant amount of force, a lower mass will cause an object to have a greater acceleration than one with a higher mass according to Newton's Second Law. Consequently, lighter objects are capable of moving and stopping more quickly than massive objects and can be propelled to higher velocities with the same amount of energy input/output.

136 Replies 339,265 Views

Shield Generators only counter the Novalith, but they can do a rather good job of mitigating the effects of such a shot, especially once you have researched Superior Planetary Shields. An unupgraded SG will mitigate 30% of planet bombing damage, one level of SPS increases this to 50%, and maxed SPS increases the mitigation to 80%, which would drop the Novalith's 3500 damage to 700.

29 Replies 45,613 Views

[quote who="Volt_Cruelerz" reply="3" id="2332893"]By the way, the Kol, Dunov, and Kortul if I remember right have rear facing guns.[/quote] The Jarrasul also has rear-facing guns, above and below the engines. Simply put, the Progenitor broadsides to make use of its laser and plasma guns on the same target.

24 Replies 29,443 Views

Those are probably what were intended to be scratches and dents in the hull of the ship you're looking at... Seeing that on a ship that just rolled out of the factory makes me wonder if they were torture testing the hull during construction...

17 Replies 42,178 Views

Antorak's fourth ability is Stabilize Phase Space, which, if I remember correctly, was recently made non-channelling for Entrenchment 1.03 (though I can't verify this - I don't have Entrenchment). Prior to the Kostura's ability to create a temporary Phase Stabilizer Node, SPS was the only way to do the same thing. Its only useful once you have a network of Phase Stabilizers up and running (unless another level 6 Marauder using SPS works). Allows for your ships to bypass frontline plan

107 Replies 283,664 Views

In many cases, the AI will attempt to recall all of its ships to its HW in order to try to save it. Empires without a homeworld will result in all of its planets to having a maximum alleigance of 35%, so any planets above that will lose alleigance until they drop to 35%. The AI simply designates one of its remaining planets as its new HW (if any are left) after you destroy the current one.

20 Replies 12,211 Views

The "Flagship" designation can only be assigned to one capital - if you have two (or more) that are both the highest leveled capitals in your fleet, neither will get the designation.

5 Replies 18,232 Views

Any faction - battleships. These guys can dish out and take tons of damage, great for handling hard targets. I've had the right combination of bonuses to increase a Kortul's Pulse Beam damage to 209 (20% from research, 15% from culture, 12% from Kinetic Intensifier, and Power Surge).

107 Replies 283,664 Views

Rechargers are useless if there are no ships around as it can only replenish the AM stores of ships (although if you have Disciples around with Transfer Antimatter researched, you can direct them to recharge your Repair Bays, Hangars, or if you elect to, the Recharger).

5 Replies 2,600 Views

Short answer: no. In order to use Resurrection, a level 6+ Progenitor with the ability must be around when the capital is destroyed. The only way to save a level 6+ Progenitor is pretty much if you have another level 6+ Progenitor to instantly level up the replacement.

2 Replies 2,206 Views

I'm guessing the game can only handle so many ships using auto-attack and that it is prioritizing ships by likely importance (for instance, capital ships are first priority for auto-attack, so all the capitals choose their targets first, and works its way down to HCs, who acquire their targets last).

5 Replies 12,253 Views

Usually, the reason why your ships go after a different target is if they haven't finished killing it or they are more effective in attacking this other target. For example, heavy cruisers will chase long range frigates as they have a better damage multiplier against them than say light frigates.

6 Replies 3,760 Views

The Advent is most notable for the synergistic potential of their ship abilities. The most well known of these include Malice + Cleansing Brilliance and Animosity + Venegance (or with a level 6 Rapture, use Domination on enemy frigates to steal them entirely, minus researched abilities). Of their frigate abilities, Replusion on the Iconus Guardian can keep your vulnerable ships safe from enemy attackers, or just preventing them from escaping the gravity well. Although its true economi

44 Replies 52,088 Views

Concentration Aura is passive, so it should not have an antimatter cost, cooldown time, and as far as I know, a pulse interval (the ability works constantly as long as the host ship is within range of this ability).

100 Replies 376,622 Views

The = button increases game update rate, - decreases update rate (the two buttons to the left of the backspace key).

12 Replies 15,590 Views

4. The only exception is planet bombing weapons, which simply do that much damage a salvo is fired (possibly less with damage-reducing technologies researched by your enemy). 5. I've never seen Resurrection in action, but my understanding is if a higher leveled capital is destroyed with the Mothership present, and you construct another capital ship (whether it has to be the same type or not I'm not sure), the Mothership will immediately raise the new capital ship's level to that of th

20 Replies 30,237 Views

Holding ALT will show HP/shield/AM bars for all ships (and if you're zoomed in close enough, for strike craft), though I don't know any way to keep it visible at all times. I presume the Empire Tree (the module on the left side with all ships, planets, and structures) doesn't cut it?

3 Replies 12,828 Views

It seems that in Sins, percentage-based penalties are applied in a special manner. The actual penalty is generally found by 1-[1/(1+P)] where P is the penalty (example, a 40% reduction in cooldown rate translates to a 29.6% reduction in cooldown time). This could mean the carrier penalty is really building at 87% of normal (although that's not much of a difference from 85%). If this weren't the case, things like Demolition Bots by the Hoshiko (which apply a 200% penalty to bo

42 Replies 51,800 Views