RespawnedTitanL10

RespawnedTitanL10

Joined Member # 4731262
2 Posts 29 Replies 14,663 Reputation

Yeah, he was probably being facetious, along the lines of his posts about the "double Kol rushes" ( https://forums.sinsofasolarempire.com/454907/page/1/ ), "Advent mine spam" ( https://forums.sinsofasolarempire.com/454605/page/1/ ), and so forth. Except that countering LFs with flak is somewhat more plausible (than the other stuff) on an equal fleet supply

6 Replies 9,734 Views

[quote who="Delnar_Ersike" reply="1" id="3473190"]The result will be as if all AIs were actually set to Hard, including the one controlling t[/quote] Not quite the same, because Vicious can buy cap ships at levels that Hard AI can't. And you probably mean Vicious @ slow-income = Hard @ faster-income. With all the changes to difficulty levels in the last few versions, I'm not sure that's precisely equality in income... Is there a more recent test of AI's actual income r

5 Replies 14,612 Views

[quote who="Delnar_Ersike" reply="31" id="3473187"] Wouldn't compiling the game's source for an x86_64 target allow the game use more than 2GB? Even if Ironclad are busy with other projects, having someone go back and do a recompile would take a few hours at max (and it would be a recompile, since all x86 instructions are fully supported in x86_64), though I understand you'd still need to do QA and Steam certification. Maybe release it as a beta the way the 1.82 patch was fo

48 Replies 52,140 Views

I've also noticed this issue/bug a long time ago when I first played Sins. That more than anything else convinced me to give up real-time play on Sins, at least on SP. In real time, you have to "click spam" a movement order roughly every second for the LFs and you can forgo giving them any fire orders. Once they start shooting at the enemy cap, tell them to move two grid lengths ahead. When that's almost done, give another identical order. You cannot use queued orders (in a straight l

59 Replies 68,732 Views

"Strafe" (as used in the entity files anyway) is in the sense used in first person shooters, i.e. when ships move sideways, not in the direction of facing and do so without turning, not in the sense of fighters strafing some target. You can order most ships to strafe in the former sense, especially caps and Orky if they are at a rest (fully stopped, no orders queued) and you click not very far from their current position (less than one grid length). They can even move aft with strafe

8 Replies 16,741 Views

I realize that hardly anyone besides myself has tried to Sins play vs. himself using the dev exe [hotseat is a common feature in more "serious" wargames, so I was used to that], but here goes one of my griefs in attempting that with Sins... The most common manifestation of this bug is that a player's frigate queue gets bugged with extra/phantom frigates that never finish construction and apparently tie down funds. I've also had the bug happen to me with the research que

1 Replies 5,746 Views

I apologize for posting this rather technical bit in the main forum. Alas, although I can edit quite a few things in the OP, the sub-forum in which it is posted doesn't seem to be one of them. Perhaps a mod is needed to do that.

8 Replies 16,741 Views

Can you post some recording where this alleged flak rush is being used successfully in MP? I can imagine flak spam working to some extent later in the game, but a flak rush exactly as you describe it starting with "drop down two military lab at the start of the game" would be astounding to see working vs. another skilled human [TEC/Advent] that spammed LFs and rushed with them too. I've seen "pro" LF spammers just sit back for a long time build

6 Replies 9,734 Views

I've seen EnableAutoStrafe TRUE and AutoStrafeAreaSize 2 in my rebellion.user.setting file. What do these do? If I turn AutoStrafe off, can I assing some manual keys to strafe instead somehow? There's no setting for anything related to strafe in keyboard bindings. And what does AutoStrafeAreaSize do? I assume it's somehow related to how far you can move with strafe, i.e. before the ship starts to turn. Has anyone experimented

8 Replies 16,741 Views

[quote who="WOEaintME" reply="17" id="3468945"] From a mathematical point of view 2^32 = 4 GB but generally the first bit must be zero resulting in 2^(32-1) = 2 GB. The jump to 4 GB can be easily shown but the jump beyond 4 GB, while doable, is not something that can be easily done. This is obviously for a 32 bit program, 64 bit programs are essentially limitless (2^(64-1) = 2 billion GB).[/quote] The Windows kernel (or 32-bit subsystem imitating that [wow64]) i

48 Replies 52,140 Views

The following are also interesting: allegiancePassiveGainRate 0.000347222 allegiancePassiveLossRate -0.000347222 allegianceFriendlyMaxGainRate 0.000694444 allegianceEnemyMaxLossRate -0.000694444 allegianceGainFromCultureMax 0.1 The "passive" (in gameplay.constants speak) meaning not-in-culture changes are basically half of the ones with "active" culture.

5 Replies 13,897 Views

"6. Low Micromanagement" Lol, are you serious? Check out what you'd need to do just to make your ships fire optimally in Cobalts vs. Cobalts: https://forums.sinsofasolarempire.com/453834/page/1/#3462575 . I guess you never realized what [mini]game you've designed when you've added the fluc

164 Replies 692,764 Views

Stilat, chillax. The only conspiracy here is of the game devs to not fix the bugs with the recording/playback system. (Maybe we should start a thread on that, by the way.) I can find multiple users posts here [besides mine] to attests to bugs like that. I usually delete recordings if they cause minidump on playback [I got a pretty big but not infinite SSD]. My Sins User folder is currently at around 6GB. These things tend to add up; they're poorly or not compressed despite being in b

28 Replies 50,125 Views

[quote who="Turchany" reply="11" id="3473029"]These are not really the 1212121212 sequence I would expect if all ships had equal initial chances.[/quote] Random number generation and statistical testing thereof isn't as simple as that. Even GoaFan77 's testing, which has the basics right, is a bit wrong in that it doesn't do multiple tes

22 Replies 94,729 Views

[quote who="Seleuceia" reply="1" id="3473005"] You'll also find that you don't get any of the metal/crystal bonus from your capital if the planet isn't generating any resources...[/quote] Actually, it's enough to schedule one extractor (on normal start for instance). The extractor does not need to finish or even begin its actual construction for the resource bonus to kick in. Also, it doesn't matter which extractor type you schedule

2 Replies 16,289 Views

For those who don't know what I'm talking about: the capital bonus planet grants (extra) 4/0.4/0.4 credits/metal/crystal on the slow income speed setting. On the higher income speed settings, only the credits part of this bonus is multiplied by the scaling factor, while the resources part is not, e.g. on faster that same bonus is 7/0.4/0.4. Also note that normal extractors do get scaled, e.g. your quickstart howmeworld extractors yield 0.7 on faster. The effect of this is that

2 Replies 16,289 Views

A quick update guys (no recording[s] alas, came out borked). As I suspected (at the end of reply 10) and as Seleuceia has said here (reply 11) and repeatedly many other threads, you cannot spam flak from the get go if the enemy is 3 jumps away (or less) and expect to survive its initial LF rush. Tested this on my Quick Fronliners map. The next question is: after you build the only survivable initial fleet (as TEC/Advent) maxing the startup (100) fleet supply with LFs, at what point mi

28 Replies 50,125 Views

[quote who="RespawnedTitanL10" reply="26" id="3472348"] Quoting WJC3688, reply 11 As to corvettes blowing up constructors and scouts then running around the gravity well, first of all that sounds very micro intensive, have you seen this done in any actual PvP matches? I've certainly seen the good players exploit that game mechanic (fairly) by leaving a constructor-respawn-delaying force. For instance, Grimm does it vs. Doci in this replay (https://fo

80 Replies 459,567 Views

[quote who="Seleuceia" reply="32" id="3472777"] Quoting WJC3688, reply 30Even the AI prefers colonizers as its starting capital. Do you have proof of this?[/quote] My recollections of AIs choices in cap regards are actually the opposite. I suspect it might depend on what flavor of AI is used (Researcher/Fortifier etc.) Since all but Aggressive are too easily steamrolled in my opinion for their insufficient early fleet (especially if you play Vasari and SB-rush

48 Replies 242,678 Views

[quote who="WJC3688" reply="30" id="3472768"] The reason for Akkan's usage and ability choice is obvious, colonizer capitals are always recommended as a first ship choice. [/quote] In 1v1 MP/SP, but surely not as frontliner in 5s. The other colonizer caps, the Prog in particular [and the overused Egg] have more going for them in such scenarios, but I've not seen the Akkan taken by frontliners as much as say... the Mazra or the Sova. If you only end up colonizing on

48 Replies 242,678 Views

[quote who="WJC3688" reply="7" id="3472751"] Yea I've witnessed that shift-queueing move orders for a group of gardas is very ineffective and barely any better than just parking them on top of the enemy and letting them sit. They move along the planned route very slowly, often stopping completely at any given waypoint, whereas if you issue each move order manually as the gardas reach each waypoint, as opposed to shift-queueing them all, they can move more or less continuously. This

28 Replies 50,125 Views

[quote who="Turchany" reply="1" id="3472671"]So-so microed Gardas vs. barely microed Cobalts. Yes, this results clearly shows flak is so OP I can't help myself but cry. [/quote] Sarcasm detected?! Well, the Cobalts were "barely microed" [perhaps an unfortunate expression on my behalf] by splitting their fire in pairs. This indeed qualifies as "barely" [in terms of effort involved] when just 4 Cobalts are present. But the number of orders you'd have to iss

28 Replies 50,125 Views