with_an_e

with_an_e

Joined Member # 3823598
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[quote who="Thundercles" reply="21" id="2594948"] Maybe Chris Taylor learned something from Demigod: That if you don't support your games post release, then the player base slowly loses hope and leaves.[/quote] Player base tends to dwindle and leave anyway, unless the title is a mega blockbuster like Starcraft. Even SC bled significant players over time, though the community is still viably large. Take a nearby example: Ironclad and Stardock are still supp

33 Replies 115,150 Views

Have you tried 1. Running the file in administrator mode (or, if you already run it as an administrator, as a normal user), then switching the settings? 2. Changing the settings in original Sins or Entrenchment, making sure the settings saved, then starting Diplomacy?

8 Replies 5,872 Views

It seems difficult for an ooze beast to stand out in a game. Ooze is a toggle. All you have to make sure is that it's on when you are in a fight and off when you aren't (unless you're trying to suicide right before someone kills you). That just leaves Grasp for active skills. So all an ooze beast can show is the right teles, faking, movement, etc. It would appear to contribute by field presence more than anything else. I'm curious as to what you look for to

60 Replies 29,665 Views

It differs by DG. I play support Sedna and ice TB most of the time. With Sedna, if I'm in a losing fight and need to tele/lock, then I just silence and use the item (this also allows my team mates to do the same). This greatly reduces the need for raw fighting power or Journeyman. With TB, I spend a pretty significant time killing creeps, which also reduces the need for raw fighting power. Thus, I use the following. Usually death upgrades if the creep att

43 Replies 96,261 Views

1. Install the game on the desktop and the laptop (it doesn't matter if the laptop can run it). 2. Install Impulse on the laptop. Register an Impulse account and associate your Sins key with that account. 3. Update Sins to the latest version using Impulse on the laptop. 4. Archive the game by right clicking on the game under the My Games tab in Impulse. Save the archive to some portable medium. 5. Install Impulse on the desktop and restore the archi

5 Replies 4,217 Views

I like the fact that you used Dune II instead of the better known Age of Empires games, which admittedly would also make good examples for the Dune II type of differentiation. However, Dune II and Starcraft really exemplify two extremes of how to differentiate the factions. Dune II has essentially the same units with a few house specials, while Starcraft the races behave very differently and have essentially no corresponding units or structures. There are, however, a spectru

9 Replies 7,698 Views

[quote who="USAF713" reply="43" id="2432443"]Of course, there are capital ships just not cut out for one on one combat (Rapture, Dunov, Antorak, Mothership, Akkan, and Revelation .), and then...the "Egg."[/quote] An unupgraded L10 Revelation can regenerate 50 AM in 28 seconds, and L3 Reverie only costs 50 AM. L3 Reverie allows 400 damage before wearing off. Thus, the Revelation can do just above 14 dps and keep the enemy capital ship in Reverie indefinitely

51 Replies 25,794 Views

He's using them to swim around the enemy fleet. Because the flak damage is oriented all around the vessel, they can continuously fire, while the enemy ships can only fire if they are oriented in the right direction. I've no idea how well this works, as the tactic is too micro-intensive for me, but I don't see a reason why it wouldn't work against the classic illum+guardian (no repulse)+flak fleet. However, with 1.04, it seems a relatively small group of LFs would counter bot

33 Replies 38,615 Views

The mitigation growth routine seems to just take a damage number fed from another routine. Presumably, the other routine takes care of the total damage, so we don't need to account for the damage type. It seems that shieldDamage the total damage is separated into hull damage and shield damage in the shield mitigation routine, and shield mitigation growth depends only on the damage done to the shields, not total damage. That would suggest

37 Replies 60,874 Views

Did you add the item to your cart in Impulse to see what price you'll be paying? I believe the game price is not constant across all regions, and Impulse automatically adjusts the price you pay according to where you are. When I tried to buy the game electronically in China, the cart price was around ¥120, which is only $15, half the price of the game in the U.S., and I don't think the game was on sale at the time. Granted, a bundle in your region would probably translate in

5 Replies 12,207 Views

Actually, I would predict that removing mitigation would put vasari at the greatest disadvantage. Shield mitigation applies equally to damage done to shields and to hull. Removing it will make both shields and hull deplete at a faster rate. The only advantages Advent would lose are 1. a late game research that increases their max shield mitigation by 4%, which is about a 10% damage reduction for frigates and structures and around 12% for capital ships. 2. marginally total sh

37 Replies 60,874 Views

This topic makes me wonder whether it's a better idea to get the Revelation instead of the Radiance to take the Kortul out of the fight without actually having to kill it.

55 Replies 135,348 Views

The shield mitigation factor is not entirely academic. If we assume that shield mitigation decreases 1.25% constantly to a minimum of 15%, and every 10 damage increases mitigation by 1%, then it will take 4 illuminator side beams to raise the mitigation of a target. On the other hand, JJ's test suggests that 2 side beams will raise the shield mitigation of a target. While it is not possible to micromanage the target of illuminator side beams, it is possible to macromanage th

41 Replies 135,721 Views

[quote who="Astax" reply="32" id="2398423"]I think the missing factor may be that illuminator damage is frontloaded, while assailants is backloaded. I think the frontloaded damage deals damaged based on initial shield mitigation, not accounting for the shield mitigation rise resulting from current shot. While backlaoded does damage based on the mitigation including the damage from current shot.[/quote] That is possible and certainly would benefitilluminators. However, I calculat

41 Replies 135,721 Views

[quote who="Pbhead" reply="9" id="2397895"](in other words... reduce the damage by 5%, and THEN do the shield mitigation up by 10 damage, down by 1.25% thing. or... mabye armor does not apply while the shields are still up? would make more sence...[/quote] They each have 2 armor, which is a armor reduction factor of 1/(1+2*0.05)=1/1.1=0.909090... round to 0.909*78=70.9 damage per shot, or 7.09 shield mitigation per shot. That would be less than the 6*1.25=7.5 shield m

37 Replies 60,874 Views

The previous thread is found here: https://forums.sinsofasolarempire.com/365992 Amish's spreadsheet takes into account shield regen, hull repair, armor, and shield mitigation. I found it hard to play with, because it appears to be hand calculated, but maybe it's just because OO Calc can't open the file correctly. I don't think JJ posted his spreadsheet yet, but his post seem to indicate that it was the case. Not sure what the conclusions are exactly, but he

37 Replies 60,874 Views

[quote who="unitedsystems" reply="329" id="2396986"]1.Does this mean that the col ability 1 grants 1 resource extractor, lvl2 grants 2, etc.[/quote] That is exactly what it means, provided that there are that many free asteroids in the planet, i.e. not occupied by enemy extractors and not exceeding the number of asteroids by the planet). [quote]2. Also the resource extraction increase- is this just for the initial colonization or does this continue as long as the colony was

376 Replies 759,939 Views

The following spreadsheet is based on the following assumptions 1. Armor reduction is ignored. 2. Shield mitigation change is based on the damage before damage is reduced by shield mitigation. 3. No upgrades, so repair and regen rate of 1/s and the damage numbers given in the OP. Hull repair is applied after damage has exceeded shield value, which is given in the following post: https://forums.sinsofasolarempire.com/177682 4. Damage f

41 Replies 135,721 Views

X drone hosts X illuminators X/2defense vessels x/2 guardians x/4 subjugators Capital ships are built in the order progen, halcyon, radiance, rapture, revelation, progen. I keep the ships in a tight formation and use the illuminators as escorts for the drone hosts more so than using them as the mainstay of my fleet.

4 Replies 8,568 Views

Unless specifically stated otherwise, this post assumes that frigates excludes anti-structure frigates and carriers. [quote who="Darvin3" reply="226" id="2389799"]While safety override is far more destructive, the Advent starbase can use its area of effect ability and remain standing, so they're two very different abilities that both fall under the broad category of "uncapped area of effect damage".[/quote] The category is only useful for noting how an ability scales with incr

376 Replies 759,939 Views

[quote who="Darvin3" reply="214" id="2389276"]The Orkulus lacks any offensive special abilities (particularly in the nature of safety override and meteor control) that the other starbases have. This means that no matter how heavily upgraded it is, you can take it head on with sufficient force. The problem relates specifically to offensive starbasing as Vasari.[/quote] Only the Argonev can destroy an indefinitely large frigate force that does not include anti-structure ship

376 Replies 759,939 Views

You can collapse the individual (non-capital) ships into groups of up to 10 on the empire tree by click on the buttom to the right of the search button. You will still get empire tree jumping, but the amount of jumping is drastically reduced compared to a fully expanded fleet list. I see in the change log that ships under Reverie can be attacked now, but I recall that this is already the case.

376 Replies 759,939 Views