Shield mitigation increases when a ship is being shot at. The more its being shot at, the higher is its shield mitigation (to a cap of course, think its 57% base for normal ships and 65% for caps). Advent get techs that increases mitigation, both overall and when they are in their own culture.
Vanchelon
[quote]Personally, I'd like to see the option for a randomly generated large/huge map with no pirates. You added this option for small and medium maps in v1.02, but what about if you want to play a game with multiple systems without dealing with pirates!? [/quote] If you really want one, it takes 5 mins to sort on your own :) Download galaxy forge, load the map, find the pirate bases on the map, select them and press delete :) There is one in each main system and one more in one
Guess I'll have to wait until then :) Thanks for the reply.
Hello, Well after trying for a good while on my own, trying to create neutral colonies in Galaxy Forge with the very confusing planet "editor" (adding units etc), I finally gave up and decided to turn to the forums. The Galaxy forge guide sticky doesn't mention this much. The question is asked but not really answered satisfactory. Soo... is there any way to do it? Or is the current tool for this too buggy/confusing :) Regards, Vanch
Another one, that can be abused. It seems the AI doesn't re-evaluate targets at all/alot unless its a colony ship. I.e, you can send in your capital ship to a neutral planet first, and the AI will never change targets. Similarily you can send in say, a scout first, and then set a long patrol path. The AI will chase the scout around and around, not managing to kill it. Meanwhile yer free to pick off the defenders :p Granted this doesn't work with the empire AI, as they would just run
I have one bug/problem to contribute with that hasn't been mentioned thus far. 1) The Advent Destra Crusader ability is neigh useless. It doesn't stack! So if you have 10-20 crusaders all you end up with is 1.5 dps on adjacent ships, which is utterly pathetic :) ¨ Edit: Recalled another issue a fried of mine was having, more of an exploit. He had 2 "allied" AIs, he could send them to the same system with the ping function, and as they were hostile to eachother, they would g
Bump for being an issue that needs fixing :)
Yep, sure would be necessary to have "working" starting locations for teams, but Im sure it's just a bug/small oversight and will be fixed soon enough :)
Hey, After several tries I finally managed to get a huge galaxy with 9 hard AI going, me playing as TEC. Usually I would get ganged up on early by the AIs in my galaxy, fighting on 2-3 fronts and atleast 2 AIs were cooperating closely and coordinating their attacks perfectly. This time however, I managed to stay afloat for more then 2 hours and got a solid foothold in the starting system. Having wiped out one AI and working on another, I have a solid chokepoint against the othe
[quote]I think I may have found this before but I am not sure.. any listings on how much damage fighters/bombers do? For each race as well? [/quote] Zoom in far enough so single strikecraft are visible, you can check see their listed damage :) For example, advent have 1 and 3 on their fighters/bombers (and get 7 I think per squadron), Vasari get 3 per squadron but do 3 and 6 damage.
[quote]As i stated in another thread this is how you can change the frequency between attacks, the file in question is not in binary and no forge tools is needed, just notepad. goto your sins of the solar empire/gameinfo folder, open the file called gameplay.constants and search for these lines firstWarningTime 900 normalWarningTime 720 Change values to whatever you want, but make a backup copy just incase [/quote] Just curious, did you test