[quote who="N3rull" reply="6" id="3429507"] 1. Combat nanite swarm cost - 30 AM duration - 120/140/160/180 seconds cooldown - 25/20/15/10 seconds nanite swarms increase effectiveness with with cap ship level only, not the level of this ability.[/quote] As it is, a level 1 combat nanite actually has the DPS of a light frigate (although the infobox does not correctly show the applied 100% damage output). At level 4, the output is 1.5 light frigates (18dps = 6ps
agaricus5
[quote who="N3rull" reply="7" id="3429270"] Quoting agaricus5, reply 6 Quoting Ryat, reply 5 I thought the article mentioned that all fo the abilites on the Kultoraks could only target frigates. That was it's main weakness. The instant damage of Dissever (900/1350) also affects capital ships. And the heal on Nano Remit affects pretty much everything as far as I've seen, including Orkulus if I'm not mistaken. Which is HUGE, importa
[quote who="Ryat" reply="5" id="3429259"] I thought the article mentioned that all fo the abilites on the Kultoraks could only target frigates. That was it's main weakness.[/quote] The instant damage of Dissever (900/1350) also affects capital ships.
The VL jump stabilization is still buggy. When you research it, jump stabilization is applied to all enemy ships in a gravity well containing one of your starbases (so jump cost is -15% hull and -50% AM), but not to your ships when they leave a well containing an enemy starbase. Oddly, the stabilization is applied correctly at a neutron star or black hole. Also, the ship graveyard should become an asteroid belt when you use SttC on it. At present, it becomes a dead asteroid, whic
This is an odd thing I noticed in a recent couple of SP games which looks like a bug, but I can't understand why it is occurring (or what I did to make it happen) since I don't remember seeing it when I first started playing Rebellion. In the case that it is a bug peculiar only to me, I can provide a savegame if need be. If a Vasari Loyalist player researches Jump Stabilisation, the improvement (i.e. enemy hull damage drops to 15% and antimatter lost is 50%) is also
[quote who="Ryat" reply="5" id="3424501"] Quoting VulpesGER, reply 4Sins (^^) this is an old thread, is your instruction usable for rebellion or does anyone got another way by now? In general yes. There might be one or two new things added with Rebellion but the concept is the same.[/quote] If you don't want to mod, I think there is a much quicker alternative. You can use a sound editing program such as Goldwave to delete the sound data inside the sound file
I have noticed that the random plasma storm effect does not appear to work correctly with hangar defenses as when the storm hits, strikecraft owned by said hangars that are already launched do not dock automatically, and can continue firing and accepting orders. You can indeed order them to dock manually, but you cannot launch them again as the docking button on the hangar defense is disabled (additionally, any craft that are built while the storm is at the planet also do not l
Does anyone know what the units are of the angle that is used to define a cone for cone-based abilities (Scattershot, The Maw)? It looks like radians (i.e. the angle of the cone slope from the long axis), but I guess it could also be a solid angle/steradian (which would be even more impressive).
I would like to voice some support here; I don't get all that much time to play, so it's frustrating when you can't even get one game out of 4 completed (and all 2hrs in) due to crashing. 3 of those games also had everyone else crash as well. I know MDs are (and have always been) an occupational hazard with Sins, but it is annoying.
Aheh. Yes. LOL [e digicons]^_^[/e] But the random events are actually quite fun in their own way. Open Rebellion and Partisans are annoying, but CMEs have saved my backside a time or two. I was just suggesting the edit in case the poster actually wanted a mad Vasari titan to come round and visit. But yeah. I shall shut up now.
[quote who="Kumarsalib" reply="29" id="3420448"] Is there a way to remove the DLC from my install so the game is playable again? Currently, in huge games, the only way I'm able to push forward is to make every planet a culture planet, and I still lose planets well behind my culture line.[/quote] In lieu of uninstalling the DLC, you could try the quick and dirty fix suggested earlier in the thread by manually setting the low allegiance threshold (i.e. the level to which your allegi
[quote who="Seleuceia" reply="26" id="3420139"] As has already been mentioned, not all planets can be held above 30% though depending on planet bonuses...besides, planets that start at 25% need time to get above 30%...[/quote] Since you mentioned it, I have noticed something odd about max allegiance. Even if you get some horrible planetary bonuses (e.g. death world, chaotic society) these do not appear to be able to decrease your planet's actual allegiance to a value below t
[quote quoting="post"] Was looking over the Neutron Star and Black Hole's buffs and noticed that while they have a Phase Jump speed penalty, that the buff itself has a finish condition of EnterHyperspace. If my understanding is correct, with this finish condition, wouldn't the Phase Jump speed modifier be removed the moment a ship jumps, making it useless? [/quote] It has been fixed recently
[quote quoting="post"] I've accused the game of doing this for a LONG time, but never had a replay to prove it...UNTIL NOW... Played a 2v2 on ICO, me and another human vs. 2 unfair AIs, done on the pre-made map Backstab (or something like that)... [/quote] Ah, but this particular map is quite unusual; the wormholes terminate at asteroids rather than another wormhole. If you watch the replay and switch to Provians (light green) you should be able to see some O
You could try scuttling (thin stripy yellow and black button below picture window in the centre) your flaks and replacing them with carriers. Particularly with a titan, you don't want to be giving it free XP, and scuttling ships with 100% hull gives you back 30% of the resources. AFAIK there is no mass scuttle button (which is annoying), so you have to scuttle each ship individually. As TEC, EMP Bomb is excellent for depleting antimatter, which should in conjunction with Disruptio
Flaks can fire at bombers but are not very effective against them; their weapons are anti-[very light] so only do 75% of their base damage versus bombers, which have light armour. They are more effective against fighters, which have very light armour, and do 133% base damage. The best counter is fleets of fighters, which do anti-light damage (200% of base damage). You can also use corvettes, which have two banks (left and right) of anti-light weapons that can fire at strikecraft.
[quote who="Turchany" reply="7" id="3418033"] I knew the solution was something similar and thanks for it, BUT is it only me who thinks having to check it in the game files is a bit.. strange and lame? We should definitely be able to see this information in the game, that 50 damage doesn't tell you much...[/quote] Heh. I concur with you . I sat there and counted seconds first before going
[quote who="Turchany" reply="3" id="3417962"] Quoting agaricus5, reply 2It causes 50 damage once every 7s (7.14d/s) How do you know this? I guess from the files but it would be better to see this number in the game instead of that 50.. It is clear that it's not 50 dps, but I could not even guess how much damage is dealt.. I only saw the shields of my seekers going down slowly.[/quote] The entity file BuffStarBlackHoleTarget contains the informati
[quote quoting="post"] Sometimes I happen to see a coronal ejaculation . And then economy changes.[/quote] You mean ejection , right? [e digicons]*_*[/e] [quote]And then.... I'm not sure but, is this a blackhole? ... And major problem with Stellar Phenomona as I explore the universe.. I truthfully have no idea what they're supposed to do. Some detailed info would be great and helpful.
I can't seem to replicate the problem: although the infocard for the planet will always show the extraction rate for when the asteroid is finished, the infocard for the asteroid (mouse over it directly) will show 0.00/s until it is built. Similarly, I don't see increased income until the extractor is finished. You should be aware that capital planets always generate 4.0/s tax, 0.4/s metal and 0.4/s crystal (at normal speed and 100% allegiance) by default, whether they have any po
[quote who="Turchany" reply="37" id="3417422"] I still encounter the sticking gas giant effect on strike craft. It is annoying to lose 80 squadrons of bombers in 3 seconds because of this at a Volcanic planet.. I hope it gets fixed in the next patch.[/quote] I wonder if this is another bug related to the entity files. According to AbilityUnstableGas, the gas giant explosion buff (BuffUnstableGasPreExplode) is applied directly to the strikecraft as a direct buff, sort
I just noticed that the phase missiles on the VL titan and the rear firing ones on the VR titan are classified as energy attacks rather than physical attacks (they are affected by AR corvette attack buffs). I guess they originally weren't phase missiles ( https://forums.sinsofasolarempire.com/429033/page/1/ ) but it is a bit confusing to me that they are still considered to be energy despite the reclassification; is thi
I've just picked up the new DLC and am looking forward to seeing all the new galactic things I can discover. However, I am wondering if I have already found a bug; the neutron star does not appear to buff my ships correctly with the jump destabilisation (there is no indication in the infocard of hull or antimatter loss, unlike in a well with an SB) and nothing happens when you reach the destination. Also, the phase speed reduction disappears immediately from the infocard on exit
All this discussion is reminding me about a couple of abilities I tried to mod back in the day with Trinity (although I have no idea whether they would be any good in practise), so I wonder whether the concepts might be interesting to throw up here. [quote who="Frostflare" reply="5" id="3402701"] Clairvoyance now reveals all mines in the target system for the duration of the ability[/quote] Perhaps Clairvoyance could be turned into an economic ability by&
[quote who="Frostflare" reply="8" id="3405809"] Point 1: Vengeance There are three ways I see the ability working: All damage reflected by Vengeance is mitigated by shields, so if I take 100 damage and reflect 30% of it, the enemy takes 30 damage, which is then further reduced by shield mitigation (this is the current model) Some damage reflected by Vengeance is mitigated by shields, some of it is not (specifically: mitigation-ignoring attacks); so if I t