InfiniteVoid

InfiniteVoid

Joined Member # 3312942
0 Posts 303 Replies 210 Reputation

Vasari ones are hardest to kill individually, Advent easiest. Advent squadrons are the most numerous, Vasari the least. TEC get stuck in the middle. Tough call if two Advent fighter and one bomber squadron take on three squadrons of Vasari fighters... Advent have 18 fighters versus the Vasari 9... but the Vasari ones have ~2.5x the hull points... but the Vasari fighters will be busy chasing the 7 bombers...

14 Replies 4,977 Views

TEC gets their Refinery at Tier 4, Vasari is at Tier 3. However, the TEC Refinery has no research prerequisites, but the Vasari one requires 3 levels of research in resource extraction rate.

8 Replies 7,222 Views

Energy Absorptive Armor simply converts 5%/10%/15% of damage into AM on top of providing an extra 1/2/3 armor. It isn't exactly an issue of whether a weapon is a beam weapon or laser weapon (this comparison doesn't work when Vasari fighters and bombers are in question - both use phase missiles), but more of what type of damage it does. Weapons can have one of the following damage characteristics: Anti-Very Light Anti-Light (two different types - one for bomber strike

12 Replies 5,096 Views

Jump Field Generator (the one that reduces AM lost in phase jumps/wormhole jumps by 30%) is the artifact that permits wormhole travel regardless if it is researched or not. It's provided on your home world on Ancient Gifts.

4 Replies 3,626 Views

[quote who="Cpt_Siddy" reply="11" id="1969606"]Thats the point of having the 3 abilities combined in well timed fashion, to cause catastrophick damage. Anything less is meaningles and you might as well go for progenitors and halycons. Pumping guardians with shields and repelling strikecrafts. I rarely bother anymore with radiance or halopeno... even the rapture comes as a last cap ships for my fleet. Only time i consi

180 Replies 427,846 Views

The exact value of culture spread rate is 10.0/sec for each broadcast tower (with normal spread rate), divided equally among all outgoing phase lanes (so 2 lanes have 5.0/sec each, 3 lanes have 3.3 each, etc). Research can increase this value up to 12.0/sec for TEC and Vasari, 13.0/sec for Advent, and the Manifest Dominion artifact can increase this a further 2.5/sec. There is also culture resistance to factor in (though I don't know how this works), since Manifest Dominion gives 10%

10 Replies 17,871 Views

The only stackable effect of broadcast stations is the rate of culture spread. Simply put, 2 broadcast stations have 2x the culture output of one station.

10 Replies 17,871 Views

I'm pretty sure the difference in speed between scout ships and capital ships is quite immense... If you assigned ships to a fleet, then your ships will to their best to keep up with their designated fleet leader. If the leader happens to be a colonizer capital (which is the slowest capital), all other ships will remain within a certain area dictated by whether you've set the formation to loose, tight, or standard spacing.

2 Replies 6,437 Views

You'll always have some credits lost to underdevelopment, but it should remain rather low if you immediately upgrade your civilian infrastructure enough to bring it to positives (which is what you should be doing anyway).

4 Replies 4,154 Views

Isn't its autocannon damage supplemented by Incendiary Shells? (3.0/4.5/6.0 additional dps for 15 seconds)

180 Replies 427,846 Views

Look for the v1.1 change log thread. Version 1.11 is simply a hotfix that fixes some stacking bugs, but not all of them.

2 Replies 2,821 Views

Insurgency (the aforementioned TEC ability) only brings TEC ships, not Pirate ships. Pirates will attack planets within a certain distance, depending on how many phase lanes away your planet closest to the Pirate Base is. If you have a planet 1 jump away, the Pirates will attack any of your planets within 2 phase jumps, but no further. If your nearest is 2 jumps away, any planet within 3 phase jumps is fair game, but anything 4 jumps and beyond will not suffer an attack. Aside from th

5 Replies 4,521 Views

Actually, when you order a mixed fleet to a certain position, they will sort themselves out in more or less the way you described. Capitals are subdivided so that Battleship Capitals (Kol/Radiance/Kortul) are in the front, Planet Bombers (Marza/Revelation/Vulkoras) line up in the middle with Light Frigs and Flak ships, and the Carrier, Colonizer, and Support Capitals are in the rear with Carrier Cruisers, Support Cruisers (both offensive and defensive) and LRFs. Pirate raid strength a

21 Replies 93,787 Views

[quote who="KingDeathGod" reply="3" id="1964012"]the planetary shield generator does really have a need fro antimatter. but what is does is reduce the damge done by planet bombarment if fully upgrade it can reduce 75% of damge dont by siege frigets and cap ships[/quote] Correction, Planetary Shields can mitigate up to 80% of planet bombing damage. Initially, they begin with 30% bombing mitigation, but a Tier 7 upgrade can increase this to 50%, and then 80%. Planetary S

7 Replies 15,414 Views

[quote who="Shadow_of_Light" reply="5" id="1964247"]2 increases antimatter regeneration i bet u didnt know that one huh ? and guess what, advent love antimatter what nifty duo [/quote] That's the TEC culture bonus. Advent ships gain increased shield mitigation when in their own culture (up to 6% more). Six percent may not sound like much, but consider this: Frigate mitigation maxes out at 57% without any research/culture bonuses or pen

22 Replies 11,225 Views

Culture already provides faction-specific bonuses... Rate of change for allegiance is always capped at +/- 0.07% per second, regardless of the spread rate of culture (the rate of decrease, however can be -0.10% if your culture completely dominates a planet and that player's empire does not have a capital). This seems to be influenced by how many phase lanes your culture is reaching the target planet (approaching from 2 lanes causes the rate that allegiance is lost to be higher than fr

12 Replies 13,627 Views

TEC should be one of the better factions to turtle with, given their relatively high armor and repair capabilities (the repair provided by the Repair Bay can be stacked with the Hoshiko's repair function, which can potentially give 60 hull/s repaired, 20 coming from the Hoshi and 40 from the Repair Bay, assuming max research). It is true the TEC is lacking a lot in terms of raw power when compared against what the Advent and Vasari are capable of bringing to bear (a level 6 Kol is pro

21 Replies 93,787 Views

Its best used for taking higher leveled capital ships out of the picture while you deal with other threats. Although this ability can deny the ability to phase jump, you would have to repeatedly cast Reverie to contain the target ship to prevent it from jumping, leaving your ships a window of about 2 seconds between each cast to damage the target ship (of course, this is lengthened considerably if a Phase Jump Inhibitor is used). It can also be used in a last ditch effort to release s

6 Replies 4,863 Views

Each broadcast centre provides 10 culture/sec without research, and this is divided evenly according to how many phase lanes radiate from that gravity well. Not sure if this relationship holds for spread coming from gravity wells your culture has reached. Shield Generators already provide 30%/50%/80% planet bombing mitigation depending on researched level, so stacking would have diminished returns if it was possible. Trade Ports also stack linearly - the only way to increase i

12 Replies 13,627 Views

Of course, if you took a planet that is in between two other planets that belong to them, and they have trade ports at both planets, you will see trade ships regularly entering the gravity well since they use the shortest route possible regardless of who controls the gravity wells along the way.

47 Replies 23,402 Views

AIs issue you missions that involve attacking other AI players if it doesn't involve giving resources. Usually, if you keep on pressing against one AI player, another will begin to like you for completing the missions it gives you, regardless if you intended to do them or not. What's funny is that looking at recordings, I've noticed that the missions the AI gives me involve attacking another AI that they have formed a peace treaty with. In effect, they were using me to move their secr

2 Replies 2,544 Views

Trade ships do have the tendency to continue jumping into the grav well of the planet you are actively burning for some time, though they do eventually stop coming.

47 Replies 23,402 Views

Magnetize doesn't have much of a purpose against Pirate ships, since only their Cutthroat has an ability (which only steals credits, nothing else).

7 Replies 2,346 Views