Just keep playing and you might stumble across it. I got it while playing Centrifuge on the first asteroid I colonized... complete surprise to me.
InfiniteVoid
The Vasari repair structure only repairs 15.0 hull/sec, compared to the 30.0 from the Advent one. The TEC Repair Bay has a base repair rate of 20.0 hull/sec, but can be upgraded to 30.0/sec and 40.0/sec. You'd need to make at least the first upgrade anyway to get Hoshis.
The bounty you collect will depend on what you have killed and how much total is placed on the player. Usually, bounties remain relatively low except in the cases where a human player places a very large amount on another player's head or an Advent player with Karmic Retribution has his/her trade ships killed very frequently. The targets that would have the most bounty would be planets or high leveled capital ships and the lowest would be trade ships or strike craft. According to the
The bounty system still works with pirates off if there are at least 3 players, assuming no peace treaties exist between any two players. Collecting bounty is not a very dependable or efficient method of earning credits, considering the amount of resources you would require to build ships to destroy targets. The Vasari are more of a resource-centred economy, since their scouts can capture neutral extractors, giving Vasari players an early resource advantage in situations where there a
Replicate Forces only works on ships belonging to your empire, so no, you can't copy someone else's heavy cruiser and avoid the need to research. The copied ships don't literally disappear, but they self-destruct when their lifetimes expire. Microphasing Aura allows friendly strike craft within range to become (very) briefly invulnerable and in effect teleport them a certain distance. Level 1: Every 4 seconds, strike craft have a 20% chance of being invulnerable Level 2:
Kind of trivial, but these images of the Vasari depict them with five fingers, but the images in the actual game (and the intro movie) show them having four.
Fighters perform most effectively against scouts, seige frigates, long range frigates, colonization frigates, and bombers. Bombers perform most effectively against heavy cruisers, capital ships, and structures. If you look through the stickied threads in the Strategy section, you'll find a thread with all the % bonuses and penalties for damage types vs. armor types.
Try with fleet sizes set to large? (set it in Game Options before you start the game). This gives everyone 25% more fleet supply (start with 125, max out at 2500, plus Phasic Transmissions is 2875).
The Jump Field Generator artifact also allows your ships to traverse wormholes as long as you hold it.
Rail Gun is affected by shield mitigation, so at least 15% of damage is always lost.
1) Phase Gates don't immediately become operational when their construction is finished, they activate some time after. To my knowledge, the time required for them to become fully operational is independent of how far your culture has spread. 2) Although capitals and their abilities are powerful, 16 caps may be overdoing it (unless you're trying to get the max capitals achievement). Taking 800 fleet points out of a maximum 2000 is quite a bit. I tend to play with 4 caps in the end-gam
That's if you have Phasic Cloaking at level 2. Level 1 Cloaking eats 3 AM per second, faster than the 2.5 AM per second the star regenerates.
I'm not sure if this works, but try selecting your desired fleet leader, then without deselecting the leader, select all the other ships that you want in that fleet.
Just be wary of the percentage of your income that is lost when increasing the number of fleet points available - researching too many levels too quickly will cause your economy to crash, leaving you no materials to build a fleet with.
Vasari Caps have tons more because they're being used as homes for the surviving Vasari population.
Not the Revelation. That's the Advent planet bombing cap, which has Reverie, Guidance, Clairvoyance, and Provoke Hysteria.
The Jarrasul is the Vasari's colonization capital. Colonization bonus is reduced structure build times (20%) for 240/480/720 seconds. It's well known for its Nano-Disassembler ability, which does 30 dmg per second (I believe for 20/30/40 seconds) and an armor reduction of -2/-4/-6. At level 6, this capital becomes a seige engine with Drain Planet, earning 15.0 resources per second and doing 45.0 planet bombing damage per second for 30 seconds (overall damage 1350). This abilit
Did the Vasari AI have an Artifact on one of its planets? If so, it was probably the Phase Accelerator artifact, which increases travel speed in phase space by 50%.
Is 17 years enough? I see the same kind of tendency - there is a significant leap in difficulty between Normal and Hard AIs.
All factions can also research a 30% increase to hull for all their ships. Vasari and TEC can add 20% to shields, Advent can add 30% to shields. Advent can add 4 extra armor, Vasari can add 5, TEC can add 6. The Advent advantage in shields will probably narrow the gap substantially at level 10. Take for example, the battleships at level 10, max research: Kol 5460 hull, 3120 shield, 15.5 armor Effective hull = 9692 Total effective HP: 12882</
TEC: Armor, credit economy Advent: Shields, culture Vasari: Phase missiles, resource economy That's the most obvious of their strengths.
3. Multiple culture centres increase the rate culture spreads from that planet. Spread rate of one broadcast centre is 10.0/sec (this can be increased through research, maximum 12.0 for TEC and Vasari, 13.0 for Advent), split evenly among each phase lane connected to that planet. 4. More specifically, Resource Focus increases the extraction rate of the extractors in that gravity well only. Initially, RF provides an 8% bonus to extraction, but this can be researched to 17% and finally
[quote who="Kruppe" reply="2" id="1976335"]the advent gurdian shield aura does stack[/quote] I thought this wasn't possible except with the stacking bug in 1.1/1.11...
Detonate AM bypasses shields, so it works nicely on opposing Advent ships.
[quote who="unkn0wnx" reply="8" id="1971562"]You mean any damage types will convert into AM?[/quote] Anything that isn't a bullet, missile, phase missile, or gauss round will add AM.