InfiniteVoid

InfiniteVoid

Joined Member # 3312942
0 Posts 303 Replies 210 Reputation

Is it because your fleets found a shorter route to their destination that does not involve the phase stabilizer network? Also, the new lanes take some time before they actually become usable. Eventually, you should see trade ships (if you have trade ports up and running) utilizing the phase stabilizer network.

5 Replies 3,072 Views

As for a star-to-star jump, just set your ship's jump destination as another star. There is no phase lane network equivalent for stars - any star has a link to all other stars. In addition, the star is the only way to get into another system, so they become choke points for interstellar traffic.

6 Replies 1,934 Views

If I remember correctly, Repair Bots restores 20.0 hull/sec over 20 seconds and Demolition Bots disables weapons and reduces max speed and acceleration by 100% for 60 seconds.

14 Replies 11,420 Views

Space Egg. Use Drain Planet, then use the resources sucked up to develop the planet once I colonize it. Denying enemy caps the ability to phase jump makes it easier to chew them up with the Disassembler (I always end up responsible for the most capital ship deaths in the games I play).

86 Replies 221,341 Views

[quote who="YENK0" reply="8" id="1876659"]How about the FLAK ships? Are they any good vs the LRMs?[/quote] Flak ships tend to have increased armor, but that's all that's good about them, aside from their (to be nerfed) anti-fighter weaponry. The best function they have against LRFs is to act as meat shields/aggravating distractions.

12 Replies 36,943 Views

[quote who="dragoaskani" reply="4" id="1848274"]Secondly if you colonize the pirate base you get "black market income" which I forgot how much it is though.[/quote] It's called "Plundered Booty" and it gives +3.5 to tax income (so pirate bases are virtually always positive, since they support no population). The actual income rate still fluctuates according to the base's alleigance. Really, as long as any raiding ships are destroyed, the fleet at the pirate base will not grow,

44 Replies 100,078 Views

Against pirate raids, bombers are most effective against their heavy cruisers (Pirate Corsair), fighters are effective against their siege ships and their light frig (Pirate Cutthroat). Neither are very effective against their flak ship, though they'll eventually kill them too. The AI does like going carrier heavy (I'm still using 1.05), and more often than not, there are more bomber squads than fighter (like a 60-40 split). apricot: Last I checked, you can't create a cease fi

20 Replies 13,928 Views

The speed of travel is decreased by 50%, so you end up doubling the time it takes for them to get to their destination. Jump Degradation also affects enemy ships leaving the gravity well, so you can actually overtake fleeing enemy fleets if the lane is long enough and you jump right after the enemy does. As far as I can tell, Reactive Nanite Armor stacks until the hull strength is equal to normal strength + 250

5 Replies 3,068 Views

Funny... Vengeance simply retaliates a percentage of damage taken by the ship it's cast on by the attacker (percentages are 40%/80%/120%) I don't know what can chew up a capital in less than 10 seconds other than a ridiculously huge fleet... one other Rapture and 15 Disciples certainly don't qualify.

11 Replies 4,175 Views

Upgrades (ie paying credits for levels) can only bring a capital ship to level 4 (with Basic Crew Training researched), combat experience is the only method for experience past that. Basic Crew Training is Tier 6 Civilian for TEC, Tier 4 Hostility for Advent, and Tier 3 Warfare for Vasari. The Advent actually have an easier time amassing experienced capital ships if they can get Mass Transcendence researched (though from what I've read, getting to Tier 8 tech is next to imposs

6 Replies 5,812 Views

1. Trade Ports. Each port generates income based on the longest chain of trade ports you have running in your empire (putting the cursor over your credits highlights this chain). 2. The game is complete, but the beta tags are for a future update. 4. Primarily alleigance, but each faction also gets its own cultural bonuses (at max culture research, TEC ships have their antimatter restoration rate increased by 1.5/sec, Advent ships have a +6% shield mitigation, and Vasari ships

3 Replies 2,656 Views

It says somewhere that the passive hull regeneration is halved when in combat...

25 Replies 86,481 Views

Ship and structure scale are thrown out the window when you compare them to planets: either the planet is diminuitive or the ships are so big that a Trade Ship is already a beast of a vessel. Were the size of the ships actually to scale, crashing frigs into planets would probably be more effective at killing the population than bombing it. Say... that's an idea...

9 Replies 28,365 Views

The Advent do not use refinery ships, so the refinery quota on extractors is meaningless. What Resource Focus does is increase the extraction rate of resources of all extractors in the gravity well the Trade Port (which is using Resource Focus) is in. Initially, Resource Focus increases extraction rate by 8%, but can be increased to 17% and finally 25% (upgrades are tier 7 tech). Since RF is based on a percentage of the current extraction rate, it has the largest effect on planets that have h

7 Replies 4,159 Views

That's just the Vasari equivalent of planet bombing: they use laser-like weapons to burn the planet. Are you increasing fleet capacity? I notice you keep saying you're short on ship slots.

31 Replies 72,425 Views

Deliverance also gives your ships a 15% bonus to damage output temporarily... it's like having both the Advent's +6% mitigation and the Vasari's +15% damage at the same time.

25 Replies 63,148 Views

Population also hits zero when planet health is zero (surviving population on enemy planets instantly die when the planet's health hits zero), the only time health and pop are related. Aside from Emergency Infrastructure, there are researchable technologies to aid in the survival of planets or the planetary populace (TEC has Planetary Shields and Catastrophe Recovery, Advent has Hardened Cities, and Vasari has Artifical Longevity and Trauma Nanomedicine). Some planet bonuses a

2 Replies 1,531 Views

[quote who="lukas4848" reply="14" id="1866630"]but stil its not the ships that cause the greatest damage with the advent its their large numbers of air support with all thos aeria drone hosts ive recently been using my 12 Kol battle ships (Upgraded to be heavy weapons themselfs with gause tech and i have been using them as bomber support carriers then the 4 carriers are upgraded to have increased fighter upgrades and to contain 7 figter squads each this is the stron point of the minimal fleet

18 Replies 6,497 Views

Unless you happen to be playing as the Advent with maxed culture research and the Manifest Dominion artifact and have Desert planets scattered evenly across the galaxy filled purely with Communion Temples, victory by culture is practically impossible. Culture, aside from dropping alleigance, can also delay or prevent enemies from recovering lost planets, since they cannot recolonize planets that have revolted or are heavily under your culture's influence (until your culture centres ar

11 Replies 4,375 Views

From what I gather, lukas's plan involves 2 hangars and defense platform spam along the outer edge of the area available for structure placement (it looks like a slightly improved version of a Pirate Base's defenses). I usually keep 3-4 repair bays, PJIs (1 for asteroids, 2 for planets), as many hangars as possible, and defense platforms covering them, clustered close the the planet. Sometimes I replace a hangar with a Shield Generator as TEC or a Nano Weapon Jammer as Vasari on plane

45 Replies 28,999 Views

Did the enemy culture at least retreat/get replaced by your own? In most cases, the Deliverance cannot flip a planet neutral in one shot - it can take multiple successive shots to cause the planet to revolt, depending on how far that planet is from the enemy capital and how strong enemy culture is there. It still causes the planet to generate your culture at 25.0/sec minus the rate of hostile culture being produced there (though I did get a case of 50.0/sec from an asteroid with only one phas

16 Replies 17,268 Views

Specifically, upgrade planet infrastructure (in planet development menu, its the option with the image of a person). Planets need to have their infrastructure upgraded at least twice for their income rates to become positive 100% of the time (asteroids 1, but that's all they support anyway). Trade ports are also another method of income, their income rate is influenced by your longest chain of trade ports and the number of trade ships (each time a trade ship is destroyed, the income r

4 Replies 2,676 Views