Hi! [quote]Distortion Field grants the Subverter an area effect stun ability that has no cap on how many enemy ships it can stun.[/quote] In my SP games version 1.05 as a Vasari I had big problems with Distortion Field: 1) My subverters NEVER autocasted it. 2) When I manually used it, I stunned only 1 (ONE) ship. I'm not mistaken, because I had 2 subverters trying to stop 4 bombers bombing my planet. Whatever I did, two of them were bombing. Can someone explaing what am I doing
IztokBitenc
Hi! [quote]Look forward to what happens next.[/quote] Hehe, you better check the year of the original post. ;) BR, Iztok
Hi! [quote]I have noticed that there were no 700% industry or research tile bonusses in any of my game since TOA update.[/quote] In's not just TotA. In my last few games of DA I haven't seen any. IMO their apperance is dependant of the size of the galaxy. In small galaxies (with fewer planets) they're probably deemed too unbalancing, so they appear [B]very[/B] rarely. Or maybe they just appear very rarely, so you need lots of planets to see one? BR, Iztok
Hi! [quote]uhm okay there is a small difference in the planet-income graph.[/quote] Umm, obviously I'm not clear enough. So please compare those two pictures below from my all-slow hard game. Credits income rate. Note my race is green Advent vs. blue Vasari. I've bought the fourth earh-planet upgrade, colonized an astroid, and upgraded it to
Hi! [quote]this is exact match defenses for their weapons, if mismatched your totally screwed.[/quote] Umm, in DA and TotA not totally. The way combat works in those two versions of the game makes off-type defenses quite usefull, esp. in early and mid game. Check wiki for more: [link="https://www.galciv.wikia.com/wiki/Ship_combat"]Ship combat[/link]. BR, Iztok
Hi! [quote]the Secret Police center super project claims to boost "base morale" does this refer to an approval bonus (like neutral/pq11) or is it just another morale building?[/quote] The last time I checked (DA 1.8) it was just another morale building, and a rather crappy one. :( Better save the game before you build it in TotA. May save you a tile for STH more usefull. BR, Iztok
Hi! [quote]not likely.[/quote] Did you actually check? Just 5 minutes with a normal AI and 5 minutes with a hard AI? Nah, you didn't. Because if you would, you'd find out the difference in the third credits graph is not 25%, but 30%. BR, Iztok
Hi! [quote]So please what's the difference among easy, normal and hard?[/quote] I just found the difference between normal and hard. Each time I've looked at end-game stats I've been wondering why my average credit income was the highest, but credit income from planets was significantly lower than that of AIs. So I started a game on normal, just played some 10 minutes and quit. Lo and behold, this time my credit income from planets was almost identical to these of AIs. Conclusio
Hi! For SP I'm currently preferring Advent. Despite I'm not using Repulse much I like great fleet-killing capabilities of their cap-ships. OTOH I dislike the low planet-killing capability of Malice/CB cap combo (my first two caps). Guess one can't have everything... ;) BR, Iztok
Hi! [quote]just RA till my fleet cap is up, and then scuttle all of the ships after the battle.[/quote] In my recent SP game I just pushed Vasari up to RA, and was "swamped" with those returning ships. What I noticed was I couldn't scuttle more than one ship at a time. Despite I manually selected two (or more) ships in the same solar system and ordered them to scuttle, only one did. Anybody knows how to circumvent that "limitation"? BR, Iztok
Hi! [quote]Military 900 Social 850 Research 900... on every damn planet ... "Will become the ultimate power in the universe"[/quote] You need to check their racial statistics to see it that was the case. I suggest you to load an old savegame and dump on them several spies. IIRC you need only the first level of espionage to check their abilities. BR, Iztok
Hi! Works best with tech-trading on and lots of races/minors: When playing all-factories it's difficult to get good research. So get just some most important techs, and trade them for AIs' research treaties. One treaty will not give you much, but 10+ will make quite an impact. BR, Iztok
Hi! [quote]I can't figure out how to leave my galaxy[/quote] You need to research long jumps, then you can jump from one star to another. BTW you need to explore the other star first in order to jump to it. BR, Iztok
Hi! [quote]Vasari Research: -Extreme Heat Metabolism and Sulfurous Respiration population bonuses increased from 7.5% to 15% per level.[/quote] Would be good, if those two techs would be at tier 1 and 2. But they're still at tier 4 and 5, costing about 5000/800/1200 for increasing a pop from 70 to 112 thus giving about 1 credit per second bigger income from each volcanic planet. For that price I'd rather have a level-3 pop upgrade for volcanic planets. [quote]-AntiLight att
Hi! Fighting AIs should be easy, as they usually don't bypass your frontline planets to strike in your "soft belly". Reinforce your frontline planet(s) with lots of tactical structures. For such a planet I suggest you to use 1 phase disruptor, 3-5 repair stations, the rest a mix of cannons (put them in a tight line between your planet and a phase line where AI will send ships in, so they'll be able to "support" each other) and hangars with a mix of fighters and bombers (depending on what AIs
Hi! [quote]I assume Iztok is being a little tongue in cheek here because hex editing the executable is not really a very good idea.[/quote] A little bit. ;) However game has to store that number somewhere, so searching for the pattern should give a result - under some assumptions: - integer, not float or some other data format for stored data, - reasonably low number of occurences, so changing one by one and checking with the game is feasible. Alas, the first conditon c
Hi! [quote]Is there any way that would allow me to either disable or increase the 20000 credit cap?[/quote] Find in game exe file where the 4E20 (20000 in hex) pattern is and change it to FFFF (64k). If the cash is stored in long integer you can even check for 00004E20 and change it to FFFFFFFF... Umm, not sure but I vaguelly remember the hex numbers are stored in "reverse" order, so if you'll not find 4E20, try searchiong for 204E. Anyway, before you change the exe make sure you m
Hi! [quote]I am getting owned. WHY?[/quote] Ummmm, perhaps because the other guy has more ships? ;) In MP games you can't play the way you want. You need to adapt to the actions of your opponent, or you'll keep losing badly. In your case you've simply being a victim of a LRM rush (check [link="https://forums.sinsofasolarempire.com/314399"]this thread[/link] for more info on that. BR, Iztok
Hi! [quote]am I doing something wrong?[/quote] Yep. You started with unlocked teams in a game where diplomacy for a human player is essentialy broken. I just hope this issue will be addressed in 1.1. There's also a longer, less pessimistic answer to your question, on how to go around that. But while AIs in this game can do what you can't :( , better lock teams and save you a lot of frustration. BR, Iztok
Hi! [quote]If you get an ally[/quote] [B][size="3"]If[/size][/B]. In last three 1.05 games with 3 unlocked AIs I tried recently I couldn't. Because AIs didn't start with easy missions (give ...), but with hard ones (destroy ...). In only one occasion out of ~10 I got "give 1000 credits". :( If those hard missions would be "destroy ships", I could fulfil them (there were many ships thet kept harrasing my border planets), but going out and destroy tactical structures of one AI, while
Hi! [quote]Take into consideration I already had one refinery and had researched 4 levels of advanced mining... how do they do it?![/quote] Check the costs of researching refinery and 4 levels of advanced mining. Now convert these costs into ships AI had and you'll probably be close. AIs tend to quite early research bigger fleets, what drops their income afterwards, but they still have big fleets anyway. [quote]Then when I try to do the missions to make allies...[/quote] Unf
Hi! [quote]it is much simpler to kill the structures in the gravity well than it is to kill the planet. Killing the world is great, but you accomplish the same goal by killing his infrastructure. [/quote] Key statements IMO. Since destroying a planet takes soo long, it's better to wipe clean the orbit of one planet, and just move to another one. Surely the opponent can rebuld, but it will take quite some resources to do so, and he has now only money from planets. Asteroid mines and cons
Hi! [quote]If i had a beam weapon tied into the aim of a laser pointer i would simply aim the laser pointer at the target and every time i fired the weapon (which moves at the fecking speed of light) it would land exactly where the laser pointer is pointing...[/quote] Sigh! :( You must be very young, as only very young people think they know everything, and still be so vehement in their wrongness. I suggest you to read something about relativistic physics (a dummy's guide with lots of pi
Hi! Fundamentalists are not a mega event. They are just a cost of your civ going evil. AFAIK to get rid of them just disable minor races when creating a new game. BR, Iztok
Hi! [quote]Now if anyone here has ever played Stars!, I owe you a cookie.[/quote] You owe me two, because I still do. The community at http://starsautohost.org is still kicking. [quote]combined RTS with a weird Sim City like feel to your colonies you established, mixing urban planning and ship development and fleet defense with economic and military takeover....can't new games do this?[/quote] They could, but IMO they'd wouldn't sell much of it. For doing all you've mention