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Some begginer questions ?

By on March 24, 2011 8:25:22 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

rom87a

Join Date 02/2010
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How is the deliverence engine used to best benefit your cause ?

 

When diplomacy victory or allied victors is enabled in game options how does this change gameplay ?

 

I find myself buying and selling alot from the black market a lot clicking and ditraction is there a way of auto buying and selling a set amount per time period in single player mode ?

 

When building two or more frigate factorys in one planets orbit why cant i set one factory to build one type of frigate and other to build a differnt type ?

 

Is it possible to build more than 1 starbase in 1 planet orbit ?

 

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March 24, 2011 10:08:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The deliverance engine has multiple applications, rather than one established purpose.  It can: neutralize an enemy colony through culture(especially if the shots are staggered at one site), help establish allegiance boosts early at newly acquired colonies, boost combat damage by 25% for your ships at the site of impact, provide intel through the eyes of the converted(IIRC) skill that reveals areas influenced by your culture, improve shield mitigation for your ships since culture techs are prerequisites. 

 

You gain 'diplomacy points' through establishing relationships.  When those points get high enough, you automatically win and the game ends.  It can be kind of a let down at first. 

 

For the black market, enable the 'mini-window' from the options menus.  Then, hold Shift to purchase or sell quantities of 500 when the price looks good.  You can also set resources aside to sell to other players.  You have to wait until someone purchases, but you'll get a higher return.

 

Never bothered trying to set one factory one way and another differently.  If you try to individually select the factories instead of the planet and the ships continue to spew out in the order purchased, then I'm not sure you'll ever see that change.  Remember that I said 'if' though, as I haven't personally tried that method. 

 

1 starbase per gravity well is the limit, excepting stars themselves which can hold 4.  I had a map with 3 systems where my system was the apex of an isoceles triangle.  So I plopped 4 starbases down along the incoming fronts with mass disorientation and meteor control.  Hilarity ensued whenever someone tried to jump into the star system. 

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March 24, 2011 10:29:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

How is the deliverence engine used to best benefit your cause ?

It's not generally worth it to build this super weapon, but given it tends to come late game the culture bonus is kinda meh and probably won't have much effect. I you do build it aim it where your fleet and they get a nice boost to damage and shield mitigation. I wouldn't bother trying to knock out allegiance with this weapon though. You'd be better off putting the resources into a significant fleet IMO.

When diplomacy victory or allied victors is enabled in game options how does this change gameplay ?

I don't like diplomatic victory. Allied victors is good for a FFA game as you have to backstab somebody to finish the game.

I find myself buying and selling alot from the black market a lot clicking and ditraction is there a way of auto buying and selling a set amount per time period in single player mode ?

Selling is easy... You can set the market price you want to sell at (choose 100%) and place the number of resources you want to sell. As other players buy resources you will gain full credits from their purchase

When building two or more frigate factorys in one planets orbit why cant i set one factory to build one type of frigate and other to build a differnt type ?

No. you can stagger your build queue. Another option I like is to use two planets for frigate factories which does allow you to do this. Combine with a rally point you can decide where/when units link up. The second planet also makes a nice fallback if your front line factories are destroyed.

Is it possible to build more than 1 starbase in 1 planet orbit ?

Yes, each race can build up to one starbase in planet gravity wells and up to four starbases at stars. In other words, both you and your ally(s) could have a starbase at any planet as well as your enemies. A 5v5 match could have 10 starbases built in one gravity well!

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March 24, 2011 12:12:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Why when i put say 1000 metal on black market for sell at a low price  does the ai not buy ? I dont see any additinal credits income doing this way on the credits tab.

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March 24, 2011 12:33:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting rom87a,
Why when i put say 1000 metal on black market for sell at a low price  does the ai not buy ? I dont see any additinal credits income doing this way on the credits tab.

It depends on the map and resources. I have a better time selling crystal versus metal on smaller maps against the AI. The short story is the AI needs to be purchasing from the black market for you to make the credits this way.

It works really well in PvP games though as players tend to use the black market a lot.

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March 24, 2011 3:00:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

When diplomacy victory or allied victors is enabled in game options how does this change gameplay ?

Just to clarify on this. Diplomatic victory allows you to win by accumulating enough diplomatic points (envoys, research etc.). Allied victors sets the number players that can jointly win a game. For example if the number of allied victors is set to two, only one team of two can win the game (though you still can form an alliance of four, its going to have to split at some point).

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March 24, 2011 3:08:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
How is the deliverence engine used to best benefit your cause?  It's not generally worth it to build this super weapon, but given it tends to come late game the culture bonus is kinda meh and probably won't have much effect. I you do build it aim it where your fleet and they get a nice boost to damage and shield mitigation. I wouldn't bother trying to knock out allegiance with this weapon though. You'd be better off putting the resources into a significant fleet IMO.

As things stand now as of Diplomacy v1.2, are any of the superweapons worthwhile other than the TEC's Novalith?  The Advent's and Vasari's superweapons are just not very super.  Super waste of money IMHO.  I think they should un-nerf the Kostura and buff up the Deliverance Engine.

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March 24, 2011 3:12:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting DirtySanchezz,
As things stand now as of Diplomacy v1.2, are any of the superweapons worthwhile other than the TEC's Novalith? The Advent's and Vasari's superweapons are just not very super. Super waste of money IMHO. I think they should un-nerf the Kostura and buff up the Deliverance Engine.

Ya, I wanted that too... But will anyone go for adding mass disorientation to the Deliverance Engine

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March 24, 2011 4:20:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Being able to buff your whole fleet's damage output and shield mitigation with a single Deliverance Engine >>>>> being able to destroy a single planet with several Novaliths (only because the AI doesn't really research the protection starbase upgrade). Novalith is the most worthless superweapon for a superweapon. At the end of a long game, what matters is that your fleet can wipe the enemy fleet, and then you can do whatever you want to their planets. Deliverance Engine helps this. Novalith does not. It's a true waste of money.

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March 24, 2011 5:00:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Random thought:

 

Perhaps the Novalith could reduce enemy ship accuracy at the site of impact?

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March 24, 2011 5:05:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

They added this as a buff/debuff already.

Novalith Cannon:

* Cannon shots now cause a planet to suffer 100% reduced trade income. This effect will no longer stack.

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March 24, 2011 6:03:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Annatar11,
Being able to buff your whole fleet's damage output and shield mitigation with a single Deliverance Engine >>>>> being able to destroy a single planet with several Novaliths (only because the AI doesn't really research the protection starbase upgrade).

I judge the super weapons by how I've seen them used in online play. Kostura's where brutal and could be deployed with very little effort (i.e. no pre-reqs on research other than 8 labs). I've never seen someone invest in a Deliverance engine and make a difference in the game. It MIGHT make sense to build a deliverance engine in a team game if you are pure eco and can invest eight civ labs into this one tech as there very little after 3 labs worth investing in. Chances are you fed away this money though so they could get 25% or more ships which last beyond 150 seconds.

Comparison of Hostility techs versus deliverance engine (excludes cost for labs and logistic space)

30% Laser/Beam damage upgrades: 11,000/1525/2550

30% Laser/Beam Plasma damage: 16,500/2300/3825 (excludes rate of fire increase on plasma which is 7 lab).

One deliverance Engine: 16700/1975/2725

Two deliverance Engines: 24700/2575/3225

Other options:

Build a Halcyon and Rapture and buff your fleet by up to 22% rof and decrease their damage by almost 50%.

Build culture centers on your border worlds so you are fighting more often in your own culture for the shield mitigation benefit...

IMO if your building your own fleet it's hard to justify deliverance engines until after you've maxed out the permanent upgrades especially as it requires at-least 2 engines to keep the damage buff semi-permanent (3 to keep it overlapping and permanent)

Yes, if you can afford it and don't have much room to move up in fleet supply it can make a decent fleet enhancement.

 

I'd still like to see something added to the deliverance engine though. One less aggressive thought is to have it disable enemy culture centers in the targetted gravity well for the duration of the effect.

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March 24, 2011 6:27:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Not just disable the enemy culture centers, spread your own culture from the target with the enemy culture centers there.

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March 24, 2011 6:53:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I liked the idea of Mass Disorientation being added to the Deliverance Engine  

Only if Kostura went back to pre-nerf tho lol and the Novalith would need a slight buff in response as well.

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March 24, 2011 9:33:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Deliverance might use a small buff, but its biggest problem is its ridiculously long list of prerequisites.  Advent is a faction that gets very little out of the Harmony Tree, so the Deliverance Engine's requirement for you to slog through three level of culture techs and reach the 8-lab level of harmony to access it is the big problem.  Once you get there, the boost it gives a late-game fleet is well worth the expenditure.

Kostura remains a powerful superweapon, and I'd say it's definitely still the strongest.  The ability to launch attacks against any enemy planet at any time and simultaneously shut down all static defenses is quite powerful.  Put up several and you can rip up all structures in the target gravity well, which is just as damaging as the newly-buffed novalith.  The nova remains the most powerful superweapon if you want to do a fast-tech to it, since you can bring down enemy planets with impunity if you get it early, but once all sides are well developed and established, auxiliary government largely negates this.

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March 25, 2011 10:23:32 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Annatar11,
Being able to buff your whole fleet's damage output and shield mitigation with a single Deliverance Engine

Thx Annatar, for the tip on using the Deliverence Engine, I've never seen that before!

The Novalith's trade debuff lasts 30 minutes.  I was testing it - its not permanent.  And its not "100%".  Its actually 50% of prior income, so it doesn't actually interrupt a trade route either!  3500 planet health damage per shot.  Meaning 2 shots to kill a homeworld.  Most planets die to one shot.  Multiple Novaliths can be a game winner, if you methodically kill all. 

Destroyed planets say: "Can not colonize due to strong bombardment raditation", but that only lasts a couple minutes!  And:  "Max Population -40%" which lasts as long as "Trade Income -100%" (in red).  But I don't actually see a population growth effect? 

Anyone ever been able to figure out how Kostura structure damage is calcuated?  It doesn't appear to be either a straight damage amount or percentage.  Maybe a combination, that varies per type of structure?  I think people forget that a Kostura shot opens a temporary phase lane to the targeted planet.

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March 25, 2011 10:34:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The ability for the Novalith reads 100%, but each 100% cuts ability usage in half.  So, for example, the Dunov's Flux Field reads Antimatter Cost 300%.  This really means abilities will cost 12.5% of their normal cost.  So if we use the Kol's Flak Burst as an example.  Instead of 100 antimatter, it will cost 13 antimatter. 

 

As for the Kostura Cannon, maybe it is affected by armor points? 

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March 25, 2011 11:29:32 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting 1Tiberius1,
Dunov's Flux Field reads Antimatter Cost 300%. This really means abilities will cost 12.5% of their normal cost.

Are you sure its 12.5%?   25% make more sense!   Thats whats I had it calculated as here.

Quoting 1Tiberius1,
As for the Kostura Cannon, maybe it is affected by armor points?

Thx, Maybe armor is it.  So the base Kostura damage rate must be 1250?  Anyone?

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March 25, 2011 2:18:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'll double-check, I have a recorded game or two I can peek at with some Kol/Dunov interaction. 

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March 25, 2011 5:50:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Why is when i run sins in a window it lags but in fullscreen  it doesnt ?

Whats the most efficent way to manage fleets when you have >20 planets owned i mean it gets to a point where you dont have enough to defend and attack at the same time so you get stuck in a loop of moving fleets about to each planet that gets attacked trying to defend?

 

Where can i find replays for sins empire diplomacy latest version ?

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March 25, 2011 6:52:36 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SageWon,
Are you sure its 12.5%? 25% make more sense! Thats whats I had it calculated as here.

 

Well, I did a game just using a Dunov as a test.  Sure enough, EMP Burst cost 25% of normal under the effect of Flux Field.  But that makes me confused though, since the percentages are never consistent.... 

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March 25, 2011 8:00:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting rom87a,
Why is when i run sins in a window it lags but in fullscreen  it doesnt ?

Whats the most efficent way to manage fleets when you have >20 planets owned i mean it gets to a point where you dont have enough to defend and attack at the same time so you get stuck in a loop of moving fleets about to each planet that gets attacked trying to defend?

For the first its probably whatever stuff you have in the background, and windowed mode is a bit more intensive task.

Starbases were designed for exactly that problem, when you have more enemies attacking you then you can have fleets to meet them.

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March 27, 2011 8:10:21 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Is there any benefit of building multiple Orbital Refineries,trade ports in a planets orbit ?

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March 27, 2011 10:17:36 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting rom87a,
Is there any benefit of building multiple Orbital Refineries,trade ports in a planets orbit ?

Yes, for trade ports the answer is almost always yes, for refineries it depends.  A long trade line is one of the best investments in the game - biggest and quickest payback, so maximize it as much as possible.  The payback for refineries generally only makes sense on select planets with lots of phase lanes out and more importantly lots of metal & crystal 'rocks' adjoining.  Some say: the breakeven point is 10-12 'rocks'.  If 15 or more, build up to 3 refineries, as long as that doesn't break your trade route.

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March 27, 2011 11:24:59 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Refineries only stack 3 times per extractor, which means that usually you have to build refineries at least 3 jumps away from each other, or you'll hit stacking issues.

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March 27, 2011 12:09:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Why is it sometimes when i have multiple trade ports in a line of planets the white line doesnt link them all up is this a bug ?

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