[quote who="Seleuceia" reply="4" id="3472711"] This is like those moon conspiracy theorists...no matter what you tell them, they'll just pull out another video that shows a cable or shadow anomaly.....[/quote] [e digicons]:X[/e] I wish I could give you negative karma for this comment, even though I gave you [positive] karma elsewhere more than once IIRC ( https://forums.sinsofasolarempire.com/user/3020178 ).
RespawnedTitanL10
[quote who="Turchany" reply="13" id="3472501"] Only thing that bothers me if Flak are truly OP and etc, how comes noone noticed this before for years? This smells like a giant conspiracy so far.[/quote] If I were to venture a guess, it might be because there is a very high level of variation in outcomes (from the same starting OOB) depending on relatively obscure maneuvering details that are hard to grasp outside a sandbox. See for example what my experiments of 4 Cobalts vs. 5
Given what my experiments (which I'm going to share herein) have turned up, I've decided that even this sub-topic of "flak is/isn't overpowered" deserves its own thread. I've tested equal fleet supply of Cobalts vs. Gardas in the small scale, i.e. 4 Cobalts vs 5 Gardas. (Keep in mind that these two fleets have quite unequal production costs though, the Gardas being considerably more expensive; for an equal production cost, the numbers would have to be reversed.) <
Based on WJC3688's testing and a quick look at the comparative health of Garda and Cobalt (armor included), I suspect that the quickest nerf would be to increase Garda's fleet supply to 5. Either that or decrease its health.
[quote who="WJC3688" reply="22" id="3471546"]Once you locate the pirate base you can easily deduce which planet they will attack (hint: it's usually the closest one) and fortify it.[/quote] On the odd chance that someone likes playing vs. pirates (I once did), try the [small] map called Storm Front. There's little in the way of bottlenecks there (if you really want to expand) so pirate attacks are [more of] a challenge on that map, especially if the AI opponent is Aggressive H
[quote quoting="post"] Also what difficulty AI is equivalent an average human player? [/quote] Not comparable. The Hard+ AIs cheat with their credits & resources but all fall for the same cheesy tactics. While the cheating AIs may field impressive fleets, a human player will actually do smart things with his small[er] fleets. The only reasonable off-line preparation for that aspect is to watch recordings of [good] human players. Some have been posted in the MP sub-
[quote quoting="post"] And unlike ES it's not turn based, so I don't have the luxury of being able to read though the tech tree and meticulously plot out what i'm going to do and weigh my options-or its tooltips for literally anything clickable. [/quote] The solution to that is to pause the game in your first few plays while you read in-game descriptions, the Wikia etc. You can also give orders while paused, though pausing is basically off limits in MP m
[quote who="Cykur" reply="10" id="3471425"] To prepare for playing against players, try to beat a hard AI on a smallish (but not tiny) map without building any starbase defenses. Just build fleet and try to overrun the AI. This is to get you out of the mindset of watching the enemy constantly die against your defenses, because real players will just drive around them looking for something vulnerable. [/quote] Unlike the TEC & Advent SBs, Orkies ar
Actually, Sinkillr has posted a playback of Gardas vs. Cobalts at https://forums.sinsofasolarempire.com/451948/page/1/ a while back. I think I'm going to try something similar [once I find time as there are quite a few other test I'd like to run], but playing both sides, because playing only one side in sinkillr's 62 Disciples + Prog vs. 1-up-hull Orky (<a href="https://forums.sinsofasolarempire.com/
In this ( https://forums.sinsofasolarempire.com/451781/page/1/ ) Grimm vs. Doci 1v1 recording [made with 1.82 BETA, I think], Grimm is taken by surprise when Doci colonizes a roid that clearly had Grimm's culture lines already pushing through the roid's grav well and beyond it. According to the received knowledge, which alas dates from 2008 or so, from a thread here (<a href="https://forums.sinsofasolarempire.com/310834/
[quote who="Cpt_Siddy" reply="20" id="3471500"] Currently, a skilled player will always win equally skilled player 7 out of 10 times if he is vasari against any other race. [/quote] Maybe you should post some recordings of that. And I mean after the 1.80 Vasari nerfs; 5 mins long DN surely was OP.
[e digicons]:sheep:[/e] [e digicons]:wulf:[/e] [e digicons]:snowman:[/e] [e digicons]:seal:[/e] [e digicons]:meow:[/e] [e digicons]:hugme:[/e] [e digicons]x_x[/e] [e digicons]:borg:[/e] [e digicons]:time:[/e] [e digicons]:banhammer:[/e]
[quote quoting="post"] WTF is this? [/quote] Target practice. Free XP.
If you add to that that Illums also have side guns and massively more hp [than other factions' LRFs], the generic notion of "LRF" pretty much goes out the window. It would be interesting to see concrete sandbox matches of [same fleet supply of] Gardas vs Illums, Sentinels [with and without their AoE reseached] vs. Javelis or vs. Illums etc. But there's already another active thread for that ( https://forums.sinsofasolarempi
Also, it might be a good idea for the OP (if he's still around) to remove the GF link from the first post, because that tool [as opposed to the GF now shipped with Rebellion] is out of date and produces non-working maps for the current game engine. See https://forums.sinsofasolarempire.com/455086/page/1/#3472362 Also the OP instructions of where to place the resulting files are exactly the opposite
[quote who="rimmer-ace" reply="1141" id="3460651"] It seems that the human can ONLY be in slot 1 in single player, and the host can ONLY be in slot 1 in multiplayer. 1. Is there no way to pick a different slot? [/quote] Maybe I misunderstand this question, but when you load any SP game (irrespective of the map) you can [re]choose the slot for the human player. For example, if you load the save game of a 1v1 game from the main menu (as opposed to clicking the
There are some confusing/buggy features in GF (and galaxy files themselves) relating to planet upgrade levels. You can read the lowdown at https://forums.sinsofasolarempire.com/454904/page/1/ On a different tack, according to the modding experts ( https://forums.sinsofasolarempire.com/455019/page/1/#3471794 ), it's alas impossible to plac
I was asked in a different thread how to use the dev exe to play [set piece or more realistic] battles against yourself, so I wrote a fairly detailed answer at https://forums.sinsofasolarempire.com/455085/page/1/#3472452 , which I thought I should link from here as well.
[quote who="Ryat" reply="38" id="3471533"] The issue has always been the critical mass and how easy it is to sustain. A critical mass for other ships, while achievable, suffer from the fact that you will lose some and when you do you have to replace them. Bombers are antimatter based so they are practically free. You kill a few and lose a big ship. You have to pay to replace the big ship but the bombers pop up for free within seconds. Maybe a critical mass of corvettes could help but it
[quote who="WJC3688" reply="10" id="3471777"] The Flak frigate has three times the armor and total hp of the Corvette despite being only 1 more fleet supply point. [/quote] There are some significant racial differences here regarding relative fleet supply (fs): TEC: Garda has -1 fs vs. Cobalt, equals Javelis LRF, and +1 fs vs. corvette. Advent: Defense [Vessel] has equal fs to the Disciple, -2 vs. Illum, and +1 vs. corvette Vasari: Sentinel has
[quote who="WJC3688" reply="3" id="3472357"] How do I use the dev exe to switch active players in this manner? I want to test certain fleet comps, but the AI is non-cooperative.[/quote] The moment the new game starts pause it. Then enable the dev menu with ctrl+shift+. (that last key is "dot"). Then choose Change Galaxy -> Change Player -> Change Active Player. Right after you switched to the AI player for the first time, also turn off AI for it with Change Active Pla
[quote who="WJC3688" reply="11" id="3472215"] 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? [/quote] 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 (<a href="https://forums.sinsofasolarempi
[quote who="furyofthestars" reply="34" id="3472187"] Quoting RespawnedTitanL10, reply 32 Well, Goa has a very detailed post on Dev.exe in the modding section and I believe I recall him saying in there that a lot of the functions in that exe will cause desyncs. Finally, as I have learned from testing a mod I was working on with a friend in a LAN scenario, one cannot use the dev.exe while the other is using the normal exe. You get wrong version errors trying t
[quote who="WJC3688" reply="4" id="3472237"] I'm not sure if you're talking about planet population or health..... "Infrastructure" upgrades affect the former while the latter are called "emergency facilities" in the game. [/quote] "Population" in the entity files translates to "Infrastructure" in-game, while "Infrastructure" from the entity files (and galaxy files, gameplay.constants etc.) is indeed called "emergency facilities" in the end-user game tex
[quote who="WJC3688" reply="11" id="3472215"]Second of all, is there a reason that this works only against Vasari and not the other races? IRC they have constructor frigates too, and their constructors also rebuild 10x slower against the same strategy.....[/quote] That's a reasonable question. The answer comes from a combination of things, but mostly the poor performance of the vasari repair platform in combat. It actually repairs a fair bit of hp per AM usage, but at a slow