[quote who="WJC3688" reply="1" id="3472233"] As for social spec on roids, I don't believe it is worth it personally.[/quote] I meant upgrading the social "slots" on the homeworld would have translated the resource advantage (grained from the roid[s]) in a credits advantage. But a soc upgrade on the homeworld needs at least 3 ranks to be ultimately worthwhile, so it costs a fair bit of everything, and thus has a fairly long break even time (20-30 minutes to
RespawnedTitanL10
[quote who="Turchany" reply="28" id="3472244"] Quoting RespawnedTitanL10, reply 27should probably also be tagged as needing fix, if it hasn't been already. (I just found out about it.) Almost certainly an engine issue that should be easy to fix in the compiled code, but seems hopeless for modders. NO, please don't do that, basically that's the only way to know who owns the planet. If the game reaches mid-game status, there is microscopicall
[quote who="Turchany" reply="4" id="3472238"] Quoting RespawnedTitanL10, reply 3Indeed that works (you need to be zoomed in), although I'd say that is a bug because it's giving away info you're not supposed to know. Then how do you want to acquire information about the heavily fortified AI worlds? You know, on bigger maps, when AI has hangars and starbases by the time your scouts get there, and are killed easily by these. there
[quote who="Yarlen" reply="17" id="3470358"] Somehow I never spotted this before. I've added it to the list.[/quote] Thanks for noticing. The colored circle giving away planet ownership even with no scouting/presence ( https://forums.sinsofasolarempire.com/455080/page/1/#3472235 ) should probably also be tagged as needing fix, if it hasn't been already. (I just found out about it.) Almost certa
[quote who="Turchany" reply="2" id="3472164"] There is a better way that does not even requires extractors, one circle around the planet turns red, green, whatevercolour when a player colonizes a planet. It is in the outer gravity well, you can easily find out what I mean if you check it in a game, uncolonized is normal white, dark blue player - dark blue, red player-red etc.[/quote] Indeed that works (you need to be zoomed in), although I'd say that is a bug because i
The gods of gaming software have allowed the following recording ( http://www50.zippyshare.com/v/31577325/file.html ) of a self-study in a constricted frontliner game to be made and played successfully (I tested playback twice), so I'm posting it here because I think it illustrates some interesting points; roughly in the order of their occurrence: 1) In an otherwise balanced setting, the disadvantage of starting with the
Corsev does seem OP late game. (Discussed in depth at https://forums.sinsofasolarempire.com/453667/page/1/ ) The combination of hugely bugged self-repair (way in excess of the in-game description) and massive insta-damage explosions out-scales any other cap ships, TEC or otherwise [except titans]. The boarding bug that Corsev suffers from in the early game becomes statically unlikely as its accompanying fleet grows beyond 10. S
From my chest of nuggets that I find myself want to repeat every time I watch somebody else's replay including those of the top "pros"... On really important worlds (choke points etc.) that you haven't taken yet, it's best to leave scouts "in orbit", i.e. with an approximately circular path plotted around the outer edge of well, thus avoiding the enemy militia still present, which is possible because the scout is faster than any of the combat ships. Simply moving a scout b
Well, since this thread was resurrected, the topic is more or less immortal. What I mean by that is that in any kind of war (or simulation thereof), knowing the territory/map is a big advantage. And in this case, an advantage that the "pro" side had and the "noob" did not. Given that I've seen an (ahem) "trainer" for Sins, which is being actively maintained, despite the fact that the dev exe can do more, I suspect that cheats (including full map reveal for random maps) are not uncom
Does upgrading planet infrastructure while it is being bombed prolong its survival? I mean if you start the upgrade after the bombs started to hit the surface. I've looked in the planet entity files, and while the planet max health obviously increases, there's nothing about its rate of infra growth (self-repair rate) there, unlike the rate of growth for the population, which is specified in those files. (Pop growth is specified at every population level in fact, but those numbers are
After some tribulations with even getting the desired planet upgrade levels (which you can read in this thread: https://forums.sinsofasolarempire.com/454904/page/1 ) I've managed to make a semi-useful map for my sandbox tests, except for one annoying aspect: the initial cluster of 2 frigate factories and cap ship factory appears to be randomly placed every time I start the map. It's not a completely random placement but
[quote who="Seleuceia" reply="7" id="3471454"] For Advent, it is almost always Prog...you see people try the other caps but if they do well, it is usually because they outplay their opponent, not because their cap choice was a good one....the prog helps win fleet battles with malice, is good for suicide and eco because of the colonize, and helps against missile barrage and Orky rushing with shield regeneration...there is no other cap that does all of those things... If I had
[quote who="Delnar_Ersike" reply="75" id="3471631"] If the equation's right, effective shields should be (max shields)*(1 - ln(1 - (max mitigation))). [/quote] We're getting into asides for this thread, but you cannot compute total hp [except in the simple case where each of the opposing fleets consists of a single ship] without taking into account the enemy's [optimal] fire strategy [which can cycle targets on purpose to lower
[quote who="WJC3688" reply="76" id="3471637"] Played some games with this mod and I have to say it does seem like an improvement. The mass carriers built by the AI now makes singleplayer substantially more challenging. My only issue was that in one game I had an AI fall into the jump-in-jump-out loop you described above, causing its entire fleet to be decimated with ease even though it probably could have put up a decent fight if it had tried to do so. I am not sure if this behavior is
Bump, as I've substantially corrected/updated the original report.
[quote who="Delnar_Ersike" reply="73" id="3470474"] Since an upgrade completes in 45 seconds [...] [/quote] Only the first one; add 15 seconds per level for the subsequent ones, so 60, 75, etc. This is probably on all game speeds, by the way. Planet upgrade speeds seem to be unaffected by changing everything (including build & research speed) from normal to fast or faster. [quote who="Delnar_Ersike" reply="73" id="3470474"] if the ratio for total TkA (tim
[quote who="Ryat" reply="6" id="3460732"] I've actually messed with this concept. The problem remains is that the armor/damage type is the bigger culprit. So while the damage to the bombers does increase, its not enough to damage to stop a critical mass of bombers.[/quote] I haven't done comparative testing to see what stops bombers best, but corvettes did surprisingly well in a small scale test of 3 Percherons vs 14 Shrikens (first described in <a href="https://forums.s
I have some fun replays to watch at http://www1.zippyshare.com/v/77977742/file.html , which although done with the dev exe (so I could play both sides) play fine for me. In both of these, a [stock/unmodded] level 7 Corsev with level 4 salvage faces a Progenitor of the same level with a balanced choice of Shield Restore (enough to fully restore Disciples) and Malice. The first replay you should watch is "crazy salvage2"; it s
Oh, and its salvage team is bugged too, but in the opposite direction being way overpowered, by an order of magnitude vs. that the in-game description suggests. I had not even bothered with it because it looked so weak in the stats, but... quoting from another thread. [quote who="Hydraling"] Corsev is literally unkillable at high levels due to salvage team... You are just not using it right...[/quote] Correct. A bit of testing convinced me that the salvage team is
[quote who="Hydraling" reply="9" id="3470858"] Corsev is literally unkillable at high levels due to salvage team... You are just not using it right...[/quote] Correct. A bit of testing convinced me that the salvage team is hugely bugged/overpowered! At the highest of the ability (level 4, which requires the Corsev to be at least level 7 overall) it's supposed to give to give the Corsev 35% of max hull points of boarded ships that die (and 25% if they're
This is more like stupid_AI>gameplay, really. If the AI gave priority to constructor ships with its LFs, it would make this trick much harder to pull off (because the Cobalt would chase/attack the constructor ship) as well as enhance the SP experience in general by making the AI do something closer to what a human would do when attacking a planet (prioritize constructor ships), which is particularly important in the early game fights, but the current AI fails miserably in that department;
Thanks, furyofthestars. The main issue I see with any nerfs to either range or [by adding] delay for the demo team bang is the lack of clear UI feedback (explosion range and/or timer) during actual play. It's pretty easy to lose sight of whichever ship is going to go bang unless you're extremely zoomed in, so a delay is not terribly helpful for the
To set the context, I'll remind that the map (galaxy) files generated by Galaxy Forge (GF) have both a global/galaxy section for the planet upgrade levels and per-planet sections of the same levels. (In contrast, the in-game Map Designer produces maps that have only a global/galaxy section for the upgrades because it uses the random generator for the planets, rather than detail them.) Editing the global/galaxy planet upgrade levels from within GF is not entirely obvious. You
[quote quoting="post"] Ability: Disruptor Nanites - Reduce duration of passive regen from 5 minutes to 60 seconds. [/quote] ZombiesRus5 has pull. [e digicons]}:)[/e] Version 1.80 implemented this change exactly as he proposed. ( https://forums.sinsofasolarempire.com/449882/page/1/ ) One minute seems to me a reasonable compromise based on my testing with a Prog + 50 Disciples vs. a 2-hp-upgrade
Just a note that DN was nerfed to 60 seconds in version 1.80 according to https://forums.sinsofasolarempire.com/449882/page/1/ and is still so nerfed in 1.82.