A couple of really annoying things...

Ok, so there are some things that are either bugs, or ergonomics issues... or maybe it's me... :)

1) Why sometimes rebel "white" vessels (that do not belong to any faction) arrive from nowhere and start attacking my planets ? That's not an allegiance issue as far as I can tell because my planet stats did not show anything wrong with allegiance when it occurred.

2) Why, when those rebel ships arrive, my Orkulus star bases look at them until they finish bombing my planet and everything around without moving at all ? The station is in its default attacking position which normally makes it guard the whole gravity well (thus chase any enemy getting in).

3) Why when I give a series of orders to my fleet, like for instance destroy the remaining structures on a planet, they seem to start doing what I asked, and after a (very short) while everyone goes where they want, drop bombs and lasers here and there but not at all on the targets I asked or in the order I wanted.

4) That is probably my bad knowledge of the game but, is there a tip to select all bombers or all fighters in the same gravity well (but not all of them together).

Thank you very much in advance for your replies.

 

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Summary of answers gathered so far:

1) Why sometimes rebel "white" vessels (that do not belong to any faction) arrive from nowhere and start attacking my planets ? That's not an allegiance issue as far as I can tell because my planet stats did not show anything wrong with allegiance when it occurred.

=>This is a TEC tier 8 tech that causes militia to randonly attack enemy planets. You'll need to leave some basic defenses, though the one starbase will be enough.


2) Why, when those rebel ships arrive, my Orkulus star bases look at them until they finish bombing my planet and everything around without moving at all ? The station engagement range was set to whole gravity  and auto attack feature was on too (I guess it is default).

=> Bug


3) Why when I give a series of orders to my fleet, like for instance destroy the remaining structures on a planet, they seem to start doing what I asked, and after a (very short) while everyone goes where they want, drop bombs and lasers here and there but not at all on the targets I asked or in the order I wanted.

=> Its possible if they were hit by certain abilities that effect movement or disable ships their orders were reset. Things like the Advent starbases mass disorientation, repulse, or ion bolt could do that. Also if you're attacking another Vasari gravity well they have an ability to phase out briefly, which is annoying as it also resets you orders, or at least skip that target.


4) That is probably my bad knowledge of the game but, is there a tip to select all bombers or all fighters in the same gravity well (but not all of them together).

=> If you hold down alt when clicking a unit it selects all units of that type in the well not already selected. This actually works for anything. Ships, structures, etc. You can also click either on the object directly or from the side bar.
Complementary info: The little side bar that appears at the edge of a planet with ships in the grav well.
Click it once to select all combat ships.
Click it again, and it will select the non combat ships like colony frigates.
Click it a third time and it will select all strike craft.


5) At a certain point, I couldn't send more pirate regular raids against some enemies (there was a sort of pirate saber in front of their icon). I believed it was because they were already under a pirate attack but it lasted hours... In middle game, almost half or the 12 players had that symbol.

=> Confirmed: a sword near a player in the pirate menu means a raid is being done on the player. So on the game I was playing, someone was probably being raid all the time... I will check if pirate missions generate the sword icon also.
Complementary information:
To answer this, one of the TEC factions (I forget which) has a research upgrade that allows them to ally themselves with the pirate faction, as well as any other rogue (white) fleets. If the enemies immune to pirate raids are TEC, this should be why.


6) I noticed a symbol indicating the presence of an artifact on a planet. Is that symbol automatically displayed or is there any prerequistite in the restearch tree for instance ?

=> The artifact indicator only shows on a planet after someone has searched and found an artifact. In other words, you'll see the icon on enemy planets once they have the artifact. It will never show up on your planet unless you explore the planet, even if there's an artifact there - unless you took the planet from an opponent, obviously.


7) There are other benefits that are not artifacts on planets. If I understand correctly:
- Artifacts may be displayed with a symbol while advantages may not
- Artifacts apply to the whole empire while advantages apply to the gravity well

=> Correct


8) There are orbital structures like trade ports, matter processor that work with planets around. However, I couldn't find the way their income is calculated. My guess is that trade ports have a higher credit income if the nearby planets have a high credit income. Matter processor works the same but based on the number/rate of exploitation of asteroids in adjacent gravity wells ? Is there a rule available to know whether it is worth building such structure or not ?

=> Details on trade ports: https://www.sinsofasolarempire.wikia.com/wiki/Trade_Port and https://forums.sinsofasolarempire.com/423345
=> Details on orbital refineries:
"Refineries can exploit owned and adjacent resource asteroids. Asteroids can only support so many refineries at a time though."
WILL DOUBLE CHECK THE REFINERIES PART IN MY NEXT GAME


9) When an alert is displayed (ex: planet xx is under attack) I'm quite sure there is a shortcut to go there directly in one click but I cannot find it.

=> You can press on the warning than press space.


10) What is the purpose of the fleet feature ? Here is what I understood :
- Have your new ships auto assigned to a fleet
- Have your ships stay close to the leader (could be interesting if for instance you want your flak force close to your planetary bombardment ships to prevent strike craft)
- Have your fleet gather once they have accomplished individual orders
Besides the "guardian" idea, I really wonder it it's worth spending time creating them.

=> STILL OPEN TO DEBATE. More cons than pros so far.


11) How do you select the fleet leader ? If all the ships are the same, it does not count much but if not, I may prefer selecting capital ship A than B as a leader. It seems the game selects it for me among the members of the fleet.

=> The fleet leader should be the ship you actually have active when you press "create fleet." I feel like I've seen this glitch before, though.
Press TAB repeatedly to switch to the ship you want to be the leader, then reform fleet.


12) Tight vs loose formation:
I believe the interest is to adapt the enemy situation.
- Avoid splash damage with loose formation
- Pass through a small gap in a minefield with tight formation
But I have not seen any difference with the placement of my ships.

=> PENDING


13) Is the penalty different when you reject a mission and when the timer expires ? My guess would be it should be lower (otherwise what is the point of having a reject button) but I couldn't find what is the difference exactly.

=> Rejecting a mission does indeed incur a lower penalty than failing one.
WILL CHECK PENALTY DIFFERENCE IN MY NEXT GAME


14) It is weird that sometimes, another AI player had a good opinion on me but according to the game I didn't had a good opinion on him (ex: I was 6 to him but he was 2 to me). I had somehow to send him fake missions to higher my opinion on him and make pacts. Is there any other mean to do this because this part is a little boring ?

=> The best mission you can give another player that you want to ally with is "Send Envoy." You'll get the boost from the mission completion and a continuous one from the envoy being around. Also, the AI tends to all-in with envoys, so there'll be on around each of your planet. As a bonus, envoys boost the effectiveness of a planet.
STILL DIGGING THAT TOPIC


15) What is the cooldown when breaking a peace treaty before you can attack your former partner ? "After breaking a peace treaty, neither nation will be able to attack the other for some time."

=> 1'30'' maybe 3' to be checked (somewhere around this :))
Complementary info : cease fire can be broken without delay.


16) "Once a Pact is formed, the bonus it yields applies to both parties. You may only assign each of your Pacts to one other player; Pact bonuses will not stack in cases where you may be offered the same Pact from two players of the same race."
I believe my own bonus does not stack either, even if the 2 partners are of different races ?

=> I'm fairly certain that you cannot make the same pact with 2 different factions. This negates the possibility of stacking pact bonuses.
TO BE CHECKED IN MY NEXT GAME: I'll try to see if the situation occurs in my next game. But it seems weird they mention a case that does not exist in the rules.


17) Fleet logistics => I'm pretty sure there is no rollback possible to reduce your upkeep.  Can you confirm ?

=> No rollback possible. As soon as you get a fleet logistics upgrade, it's permanent. So be careful when getting those upgrades, otherwise you might end up killing your economy.


18) Is there a way to guess which planet is to be the target of the pirates ?

=> There's no way to know a priori which planet will be targeted by the pirates. Just scout / monitor phase lanes like you would for any attack. Usually, they will go for the nearest and weakest planet, but I'm not sure of the exact logic.


19) Kostura Cannon:
If I understand well, it disables structures for 3 minutes without damaging anything, does not even disable starbases, does not stun ships (making it more an economical weapon it seems). Is it worth the price ? How can you use it effectively ?

=> Kostrua cannon disables all structures, including starbases. However, what makes it powerful, is that it makes the targeted planet a phase stabilizer node.
This means you can jump directly to the target, allowing you to hit the soft underside of enemy empires rather than going through the front lines. Especially nice to get the K.O. on capital victories. A pair of Vulkoras Desolators, an evacuator with drain planet, and if needed a small group of siege frigates can make short work of it. Just note the node is temporary, so you'll need a Marauders' ultimate ability, a starbase with the phase gate upgrade, or after you conquer and colonize the planet a phase gate structure to get back.


20) About shield Mitigation: I understand that the more you shoot at a ship, the more percentage of damage is negated.
So basically what is the best way to take down an enemy fleet ? Focus fire on each enemy shipe one after another or alternate on a group for mitigation to drop ? Personally I focus fire but maybe it's just nonsense...

=> STILL OPEN TO DEBATE: More focus fire than switching targets so far

 

30,496 views 22 replies
Reply #1 Top

1) Why sometimes rebel "white" vessels (that do not belong to any faction) arrive from nowhere and start attacking my planets ? That's not an allegiance issue as far as I can tell because my planet stats did not show anything wrong with allegiance when it occurred
End of quote

This is a TEC tier 8 tech that causes militia to randonly attack enemy planets. You'll need to leave some basic defenses, though the one starbase will be enough.

2) Why, when those rebel ships arrive, my Orkulus star bases look at them until they finish bombing my planet and everything around without moving at all ? The station is in its default attacking position which normally makes it guard the whole gravity well (thus chase any enemy getting in).
End of quote

Sounds like a bug if you're sure auto attack was on too.

3) Why when I give a series of orders to my fleet, like for instance destroy the remaining structures on a planet, they seem to start doing what I asked, and after a (very short) while everyone goes where they want, drop bombs and lasers here and there but not at all on the targets I asked or in the order I wanted.
End of quote

Its possible if they were hit by certain abilities that effect movement or disable ships their orders were reset. Things like the Advent starbases mass disorientation, repulse, or ion bolt could do that. Also if you're attacking another Vasari gravity well they have an ability to phase out briefly, which is annoying as it also resets you orders, or at least skip that target.

That is probably my bad knowledge of the game but, is there a tip to select all bombers or all fighters in the same gravity well (but not all of them together).
End of quote

There might be an easier way, but I just edit my Rebellion.user.settings file and change the "MaxEmpireWindowStackSize" to 999. This allows you to give orders to all of a specific type of unit very easily.

 

Reply #2 Top

For #4 if you hold down alt when clicking a unit it selects all units of that type in the well not already selected.

See if this helps

Reply #3 Top

The little side bar that appears at the edge of a planet with ships in the grav well.

Click it once to select all combat ships.

Click it again, and it will select the non combat ships like colony frigates.

Click it a third time and it will select all strike craft.

Reply #4 Top

Hold down ALT while clicking a ship or fighter type and it will select all of that type. This actually works for anything. Ships, structures, etc. You can also click either on the object directly or from the side bar.

Reply #5 Top

Thanks for your replies !

 

1) Understood, that must be it !

2) It just happened to me again. A rebel fleet arrived at my planet. Most ships passed in range of the orkulus and were destroyed. The rebel planet bomber ship did not and had time to blow up the whole asteroid while the orbital station had already destroyed other ships long ago. Then he attacked the orkulus and died. I checked engagement range and it was set to maximum (whole gravity well). Auto attack feature was on too (I guess it is default).

3) If I remember it was another vasari faction. Will pay more attention next time, good to know !

4) Alt+select is exactly what I needed !

 

I have other things that I have not fully understood, could you help me with these too please :

5) At a certain point, I couldn't send more pirate regular raids against some enemies (there was a sort of pirate saber in front of their icon). I believed it was because they were already under a pirate attack but it lasted hours... In middle game, almost half or the 12 players had that symbol.

6) I noticed a symbol indicating the presence of an artifact on a planet. Is that symbol automatically displayed or is there any prerequistite in the restearch tree for instance ?

7) There are other benefits that are not artifacts on planets. If I understand correctly:

- Artifacts may be displayed with a symbol while advantages may not

- Artifacts apply to the whole empire while advantages apply to the gravity well

Is this correct ?

8) There are orbital structures like trade ports, matter processor that work with planets around. However, I couldn't find the way their income is calculated. My guess is that trade ports have a higher credit income if the nearby planets have a high credit income. Matter processor works the same but based on the number/rate of exploitation of asteroids in adjacent gravity wells ? Is there a rule available to know whether it is worth building such structure or not ?

9) When an alert is displayed (ex: planet xx is under attack) I'm quite sure there is a shortcut to go there directly in one click but I cannot find it.

Reply #6 Top

Quoting Ryo_Wufei, reply 6


I have other things that I have not fully understood, could you help me with these too please :

5) At a certain point, I couldn't send more pirate regular raids against some enemies (there was a sort of pirate saber in front of their icon). I believed it was because they were already under a pirate attack but it lasted hours... In middle game, almost half or the 12 players had that symbol.

6) I noticed a symbol indicating the presence of an artifact on a planet. Is that symbol automatically displayed or is there any prerequistite in the restearch tree for instance ?

7) There are other benefits that are not artifacts on planets. If I understand correctly:

- Artifacts may be displayed with a symbol while advantages may not

- Artifacts apply to the whole empire while advantages apply to the gravity well

Is this correct ?

8) There are orbital structures like trade ports, matter processor that work with planets around. However, I couldn't find the way their income is calculated. My guess is that trade ports have a higher credit income if the nearby planets have a high credit income. Matter processor works the same but based on the number/rate of exploitation of asteroids in adjacent gravity wells ? Is there a rule available to know whether it is worth building such structure or not ?

9) When an alert is displayed (ex: planet xx is under attack) I'm quite sure there is a shortcut to go there directly in one click but I cannot find it.
End of Ryo_Wufei's quote

 

Alright, let's see if my newbie mind can answer these...Feel free to punish me if I was incorrect xD

5) This I haven't tried yet so can't answer, sorry

6) It is automaticly displayed, you also get a warning that another empire has discovered a powerful artifact on an undiscovered planet, or if already discovered, on planet xxx

7) That is indeed correct

8) I believe every trade port makes the same amount of credits, but putting more than 1 in a gravity well obviously boosts the amount given.

And matter processors...I know they launch refinery ships that go to the asteroids to do some freaky shit there and bring back resources, And that there is a refinery quote IIRC on each asteroid, meaning only that many refinery ships can be there at a time, I don't know how it's exactly calculated, only that it works ;p

9) You can press on the warning than press space or that's how I do it anyway.

Reply #7 Top

Hey, that helps already :)

 

6) Good, so searching "randomly" is only for the local bonuses. I wonder if they are worth the price of a full search which is quite a lot. Generally I do this when I'm swimming in credits but it never happens in the early game.

8) Haaaa I never noticed the refinery quota ! Thx

9) That one is funny because I'm pretty sure I tried it once and did not notice anything. Maybe the planet concerned was already in the middle of the screen.

Reply #8 Top

Quoting Ryo_Wufei, reply 8
Hey, that helps already

 

6) Good, so searching "randomly" is only for the local bonuses. I wonder if they are worth the price of a full search which is quite a lot. Generally I do this when I'm swimming in credits but it never happens in the early game.

8) Haaaa I never noticed the refinery quota ! Thx

9) That one is funny because I'm pretty sure I tried it once and did not notice anything. Maybe the planet concerned was already in the middle of the screen.
End of Ryo_Wufei's quote

 

6) Yeah, I almost never search for bonusses in early game. Exept in the map I made in Galaxy Forge, That map is pretty much every planet has an artifact and bonusses ;p

http://i.imgur.com/eu0He.jpg

It's a map where even normal enemy rushes and makes you really need to hurry up or get into real trouble.

9) For me it always worked so far, with each of the messages actually...

 

 

Reply #9 Top

Quoting Ryo_Wufei, reply 6
Thanks for your replies !

I have other things that I have not fully understood, could you help me with these too please :

5) At a certain point, I couldn't send more pirate regular raids against some enemies (there was a sort of pirate saber in front of their icon). I believed it was because they were already under a pirate attack but it lasted hours... In middle game, almost half or the 12 players had that symbol.

End of Ryo_Wufei's quote

 

To answer this, one of the TEC factions (I forget which) has a research upgrade that allows them to ally themselves with the pirate faction, as well as any other rogue (white) fleets. If the enemies immune to pirate raids are TEC, this should be why.

Reply #10 Top

Thanks, so I have been through the manual again and found some confirmations as well as some new questions (sorry). I will gather everything in the first message to make the whole thing easier to read.

 

But before that, one confirmed answer from the rules. I have reached half of the rulebook so far... it's pretty dense.

5) A sword near a player in the pirate menu means a raid is being done on the player. So on the game I was playing, someone was probably being raid all the time... I will check if pirate missions generate the sword icon also.

 

So, here are the questions :

8) More details about refineries and trade ports :

8b ) How do trade ports/trade routes work exactly ?
Does it mean it is inefficient to have 1 trade port on every planet and it is better to have just 2 at the opposite of your solar empire ?
Ex: if I have 5 planets in a "row" : 1-2-3-4-5. What will bring me the more ? Simply making a trade port on 1 and 5 ? Does making a trade port on each of them makes smaller benefit for smaller routes but better overall ? What if I do many spaceports on the same planet ?

=> ok found : https://www.sinsofasolarempire.wikia.com/wiki/Trade_Port

8 c ) Orbital refineries : besides the advent one, do they also work with local gravity well asteroids (in addition to adjacent gravity wells) ?

=> it seems that they don't : https://www.sinsofasolarempire.wikia.com/wiki/Orbital_Refinery

10) What is the purpose of the fleet feature ? Here is what I understood :
- Have your new ships auto assigned to a fleet
- Have your ships stay close to the leader (could be interesting if for instance you want your flak force close to your planetary bombardment ships to prevent strike craft)
- Have your fleet gather once they have accomplished individual orders

Besides the "guardian" idea, I really wonder it it's worth spending time creating them.

11) How do you select the fleet leader ? If all the ships are the same, it does not count much but if not, I may prefer selecting capital ship A than B as a leader. It seems the game selects it for me among the members of the fleet.

12) Tight vs loose formation:
I believe the interest is to adapt the enemy situation.
- Avoid splash damage with loose formation
- Pass through a small gap in a minefield with tight formation
But I have not seen any difference with the placement of my ships.

13) Is the penalty different when you reject a mission and when the timer expires ? My guess would be it should be lower (otherwise what is the point of having a reject button) but I couldn't find what is the difference exactly.

14) It is weird that sometimes, another AI player had a good opinion on me but according to the game I didn't had a good opinion on him (ex: I was 6 to him but he was 2 to me). I had somehow to send him fake missions to higher my opinion on him and make pacts. Is there any other mean to do this because this part is a little boring ?

15) What is the cooldown when breaking a peace treaty before you can attack your former partner ?

16) "Once a Pact is formed, the bonus it yields applies to both parties. You may only assign each of your Pacts to one other player; Pact bonuses will not stack in cases where you may be offered the same Pact from two players of the same race."
I believe my own bonus does not stack either, even if the 2 partners are of different races ?

17) Fleet logistics => I'm pretty sure there is no rollback possible to reduce your upkeep.  Can you confirm ?

18) Is there a way to guess which planet is to be the target of the pirates ?

19) Kostura Cannon:
If I understand well, it disables structures for 3 minutes without damaging anything, does not even disable starbases, does not stun ships (making it more an economical weapon it seems). Is it worth the price ? How can you use it effectively ?

20) About shield Mitigation: I understand that the more you shoot at a ship, the more percentage of damage is negated.
So basically what is the best way to take down an enemy fleet ? Focus fire on each enemy shipe one after another or alternate on a group for mitigation to drop ? Personally I focus fire but maybe it's just nonsense...

 

Do I ask too many questions ? :)

 

EDIT : I've just found the game wiki. This is a huge amount of info. Will probably find some answers here.

Reply #11 Top

8b) It isn't that you place a trade center here and there and get an instant route, you must really make a route of trade ports on all the planets that are next to eachother, also, You will want to make the route as long as possible, and make sure if you got a planet that goes like this(example)

0-1-o
\     |
 \    |
  4   2
   \  |
    \ |
     o 
     |
     3
     |
     o 

You will want to take 1 2 3, and leave 4, since that will probaly kill your route and make you earn less. 

 

8c) I think they do...Never really watched that

10) I never make fleets, I find em rather annoying tbh.

11) Read 10)

12) Never used

13) I believe rejecting is a smaller hit

14) Send envoys. they help alot to better the relation(Altho I use locked teams so don't know how that works with unlocked teams)

15) Instantly

16) Your own pacts do work on you, maybe you just didn't notice it?

17) Never found any so far

18) When they got a few planets it's quite easy, but if they have alot they might just go anywhere

19) The kostura cannon damages all the buildings and disables them(Exept starbases)

20) I always focus fire, I believe that works the best anyway since the target with high mitigation is usually near shield death

Reply #12 Top

Thx,

 

About 8 c ) It's in line with what I've just found in the tips

"Refineries can exploit owned and adjacent resource asteroids. Asteroids can only support so many refineries at a time though."

 

About 15) I have not been able to reach peace then break the treaty so far. But the manual mentions a "moment" after breaking peace treaty where both parties cannot fight each other.

"After breaking a peace treaty, neither nation will be able to attack the other for some time."

 

About 16) I did understand my pacts work on me too, but do they stack? Let's say I have advantage A if I share something with 1 ally. Do I earn 2xA if I share it with 2 allies ? It is mentioned that you cannot stack the bonus 2 players of the same race/alignment will offer you but does it apply to your own bonuses ?

EDIT: Adding more details here : if I'm facing 2 friendly players of the same race and that I have all possible pacts with one. Knowing that I can cumulate or not my own bonuses if I do pacts with the other player may incitate me to do pacts with him or not.

 

Reply #13 Top

15) I believe it's a minute and 30 seconds.

17) No rollback possible. As soon as you get a fleet logistics upgrade, it's permanent. So be careful when getting those upgrades, otherwise you might end up killing your economy.

18) From my experience, pirates attack the closest planet to their planet base. That is of course assuming it's just regular bidding. With research, you can hire the pirates to attack specific planets.

19) Kostrua cannon disables all structures, including starbases. However, what makes it powerful, is that it makes the targeted planet a phase stabilizer node. Read up about phase stabilizers on the wiki for more info, but basically it lets you move your entire fleet to the backdoor of the enemy.

20) Focus fire is usually worth it. While shield mitigation does help negate some damage, it isn't that massive of a boost.

 

Reply #14 Top

Random answers, so I kept track of the subject

3) <Fleet seems to abandon orders to attack structures quickly>  I think you said you were fighting against a Vasari faction. If this is the case, they have a technology that allows their civilian structures to temporarily phase out of normal space, disengaging the attacking fleet. It's quite annoying to micro manage your fleet in that situation.

6) <Artifacts> The artifact indicator only shows on a planet after someone has searched and found an artifact. In other words, you'll see the icon on enemy planets once they have the artifact. It will never show up on your planet unless you explore the planet, even if there's an artifact there - unless you took the planet from an opponent, obviously.

8) <Trade ports and refineries> The diagram in reply 3 of the following link is pretty informative.

https://forums.sinsofasolarempire.com/423345

10) <Fleets> I just view them as a useful way of tracking my ships as I move them around. Sometimes they're more trouble than their worth, but in general they help avoid micromanaging.

11) <Fleet Leader> The fleet leader should be the ship you actually have active when you press "create fleet." I feel like I've seen this glitch before, though.

13) <Mission Rejection> Rejecting a mission does indeed incur a lower penalty than failing one.

14) <Your opinion of allies> The best mission you can give another player that you want to ally with is "Send Envoy." You'll get the boost from the mission completion and a continuous one from the envoy being around. Also, the AI tends to all-in with envoys, so there'll be on around each of your planet. As a bonus, envoys boost the effectiveness of a planet.

15) <Going to War> If you're in a "Cease Fire," you can break a treaty and attack immediately. If you've entered a "Peace Treaty" with them, I believe the cool down before you can fight is about 3 minutes.

16) <Pacts> I'm fairly certain that you cannot make the same pact with 2 different factions. This negates the possibility of stacking pact bonuses.

17) <Fleet Logistics> Confirmed. You cannot roll back fleet upkeep levels. Make sure you're ready to push forward when you select it.

18) <Pirate targets> There's no way to know a priori which planet will be targeted by the pirates. Just scout / monitor phase lanes like you would for any attack. Usually, they will go for the nearest and weakest planet, but I'm not sure of the exact logic.

19) <Kostura> Launch a shot of the Kostura at about the same time you send your fleet. Your fleet will show up when the structures are all disabled, leading to easier dismantling of the defenses. Also, I believe an upgrade to the Kostura makes this easier by establishing a temporary phase gate at the target planet for the duration of the effect.

20) <Shield Mitigation> Yes, the point of mitigation is to limit the benefit of focus fire. That said, I will often focus fire in certain situations (like if the opponent's capital is weak and running away). Also, there is a maximum level of mitigation, so it doesn't increase indefinitely percentage-wise.

 

Quoting Ryo_Wufei, reply 11
Do I ask too many questions ?
End of Ryo_Wufei's quote

Maybe, but you do need to learn somehow. My suggestion would be to establish another thread at some point.

Whatever you do, just be polite (as you have been so far), and you should get most of the answers you seek.

Reply #15 Top

Quoting Ryo_Wufei, reply 11
14) It is weird that sometimes, another AI player had a good opinion on me but according to the game I didn't had a good opinion on him (ex: I was 6 to him but he was 2 to me). I had somehow to send him fake missions to higher my opinion on him and make pacts. Is there any other mean to do this because this part is a little boring ?
End of Ryo_Wufei's quote

Send him credits or resources. This is by far the fastest way to get the relation up to a cease fire. Then follow through with envoys once you have the cease fire.

Quoting Ryo_Wufei, reply 11
15) What is the cooldown when breaking a peace treaty before you can attack your former partner ?
End of Ryo_Wufei's quote

I want to say its 3-5 minutes for a peace treaty (maybe it is only 1.5). Its been a while though. Cease fires can be broken without delay, which is what some of the other posters were getting confused with.

Quoting Ryo_Wufei, reply 11
19) Kostura Cannon:
If I understand well, it disables structures for 3 minutes without damaging anything, does not even disable starbases, does not stun ships (making it more an economical weapon it seems). Is it worth the price ? How can you use it effectively ?
End of Ryo_Wufei's quote

It does damage the structures as well as stun them, so with enough shots you can destroy all the structures in a gravity well. But the main bonus is the phase stabilizer node that's created on impact. This means you can jump directly to the target, allowing you to hit the soft underside of enemy empires rather than going through the front lines. Especially nice to get the K.O. on capital victories. A pair of Vulkoras Desolators, an evacuator with drain planet, and if needed a small group of siege frigates can make short work of it. Just note the node is temporary, so you'll need a Marauders' ultimate ability, a starbase with the phase gate upgrade, or after you conquer and colonize the planet a phase gate structure to get back.

 

 

Reply #16 Top

11) How do you select the fleet leader ?

 

Press TAB repeatedly to switch to the ship you want to be the leader, then reform fleet.

Reply #17 Top

I updated the first message of the topic with all answers gathered so far.

A couple remain pending or still under debate.

 

About some of the latest answers provided:

 

14) "Send him credits or resources. This is by far the fastest way to get the relation up to a cease fire. Then follow through with envoys once you have the cease fire."

=> Well, you need a minimum mutual appreciation before sending envoys. I agree this is a good way to develop relationships but not to start with. Not that the part I have trouble with is not how they view me, but how I view them. Hence the idea of fake missions until I can reach the minimum level to send envoys or do other stuff.

 

16) I'm fairly certain that you cannot make the same pact with 2 different factions. This negates the possibility of stacking pact bonuses.

I'll try to see if the situation occurs in my next game. But it seems weird they mention a case that does not exist in the rules.

Reply #18 Top

"I just edit my Rebellion.user.settings file and change the "MaxEmpireWindowStackSize" to 999. This allows you to give orders to all of a specific type of unit very easily."

By the way, I just edited the file as suggested but I am not sure I noticed anything changed. What should be different ?

Reply #19 Top

Quoting Ryo_Wufei, reply 18
Well, you need a minimum mutual appreciation before sending envoys. I agree this is a good way to develop relationships but not to start with. Not that the part I have trouble with is not how they view me, but how I view them. Hence the idea of fake missions until I can reach the minimum level to send envoys or do other stuff.
End of Ryo_Wufei's quote

My apologies, I read your numbers backwards. In this case yes its the harder situation. Make sure you research all the relation bonus techs and try to get a trade treaty (not pact) ASAP. Then just fight with some player that you are both enemies with. People like it when you blow up ships that belong to their enemies. And if at all possible, try not to destroy their ships (I don't think its as bad if you defend yourself, but at least don't attack them). Note that sometimes you may not be able to ally with the player you want, but usually with these steps you can get some allies this way.

Quoting Ryo_Wufei, reply 19
By the way, I just edited the file as suggested but I am not sure I noticed anything changed. What should be different ?
End of Ryo_Wufei's quote

If you have your Empire tree set to stack (and you always should), it means up to 999 of a unit can be selected as 1 on the Empire tree.

Reply #20 Top

I've noticed Vasari structures can enter a defensive phase state to reduce incoming damage and when they do, all ships and SC currently targeting that structure will change targets, even when manually ordered to destroy that specific target.

It's incredibly annoying, I'm pretty sure it's also a bug. I tried queuing orders for my ships to destroy a structure, I've tried sticking them on it and turning off auto attack so they don't go after anything else, I've tried everything I can think of but the structures just keep using that ability and without intensive micro, my ships will never clear a gravity well of structures.

 

I've had whole fleets sitting in gravity wells for eternity and enemy structures remained.

Reply #21 Top

That's the point of the ability.

It intentionally forces all ships to switch targets, so that a Vasari player wouldn't lose structures as quickly as other races.

 

It's not a bug.

It's in the game code.

Reply #22 Top

Still about change the "MaxEmpireWindowStackSize 999" I just saw the difference in the way mines are displayed in the empire tree (per packages of 10 usually, now per packages of... a lot more). It makes a lot of room which is great.

So now I believe I can do the same with ships. I'll see in the control panel where to update this because so far I have only mines that stack.