the info in this thread about damage and armour types is incorrect (most likely extremely out of date), based on the files the flak frigates have heavy armour, fighters do anti-light damage and going by the modifiers which you can see nicely in this spreadsheet. [link="http://spreadsheets.google.com/ccc?key=pcOvsvGOuzj52hJcEejsTZg"]WWW Link[/link] you can clearly see that fighters do 25% of their damage to antifighter(listed as heavy in their files) frigates.
archpsi
did you research long range jumps?
hmm for vasari they are nearly free (you can get 3-4 phase stabilizers within 35 minutes and dark armada within 45-55 with only 4-5 planets).
difference between levels. baseDamage Level:0 20.000000 Level:1 26.000000 Level:2 32.000000 basePopulationKilled Level:0 1.100000 Level:1 2.200000 Level:2 3.300000
[quote] being able to change speed in game. And some kind of Mp pause. Not everyone plays random people online and obvisouly could have this as an option for hosts to turn off. But some people play people they know where pausing would be acceptable and generally wanted .. [/quote] theres already a mp pause.
the advent ships have a lot more shields than hull (at least the majority, a few have more hull than shields) and in many cases they have ways to regen shields or share damage among themselves using special shields. In these cases phase missiles are quite good.
just something simple, no fancy editing. [link="http://spreadsheets.google.com/pub?key=pcOvsvGOuzj52hJcEejsTZg"]google spreadsheet of damage and armour modifiers [/link] this is from gameplay.constants.
Phase jump inhibitor, doesnt have to be like beta, but make it alot more effective (especially if the enemy is jumping into your other systems) and the whole grav well.
found this in gameplay.constants HullPointPercentageIncreasePerArmorPoint 0.05 what this could mean is that: a ship with 0 armour and 1000 hull has 1000 ehp (effective hull points) a ship with 10 armour and 1000 hull has 1500 ehp. a ship with -6 armour and 1000 hull has 700 ehp.
when a planet gets to 0% allegiance it becomes neutral and this can take quite some time, since theres a cap of how fast the allegiance goes down.
oh I was referring to number 2 in skunker's post.
number 2 is the dominant way to win ffa's and the like even on small-medium maps. you only need 3-4 planets(not dead asteroids or the like) to successfully get returning armada/have and have enough logistic slots for a few media hubs and 2-3 military labs.
[quote] Commodore 64? remeber to swap your tapes to the otherside its probbably the problem. [/quote] lol, good one, I remember all the times I waited over 15 minutes for a game to just load and then my older brother would come and pull the wire out.
[quote] https://forums.sinsofasolarempire.com/?forumid=402&aid=176469 Post it in here. [/quote] okay heres the post. [quote] original This is kind of a combination of what we had in the latest beta and what we have now. In 1.01/1.02 PJI delay a ship from jumping by like 25 seconds or so. In beta 4, the PJI made it so enemies cannot jump farer into your territory at all. <
another idea :) https://forums.sinsofasolarempire.com/?forumid=402&aid=176469
well I was using the space whale (vasari cap ship which looks like a whale) and caught it eating a frigate. [IMG]http://img246.imageshack.us/img246/596/spacewhaleeatingex9.jpg[/IMG] [img]http://img180.imageshack.us/img180/9735/spacewhaleeating2hl0.jpg[/img] yes I know the quality isn't the best, but I converted it to jpg in paint :).
[quote] I also noticed something funny when I played the TEC, a Vasari fleet entered my system which had a phase inhibitor. As soon as it arrived my defenses attacked it. The fleet actually phase jumped in my gravity well. Has any one else seen this? Also I noticed that the PJI's radius is very small. Perhaps with the upgrades it could be made bigger. Will putting more than one PJIs, slow down a fleet more than one? Regards [/quo
only the homeworld can get to 110% without the advent tech, the rest stay at 100%, with the tech it goes up to 120%(homeworld)/110%.
trade ships do you use them.
this worked wonders on my first 2-3 days, but since then I've seen a lot of people who are smart about influence..etc, if you exclude the super weapons the advantage advent have overall across a longer game in spreading influence is tiny (assuming all players actually start making influence spreading buildings) and when including the super weapons some of the others are also quite good in damaging allegiance..etc, e.g. a smart tec player can instantly make you temporary lose ~30%-50% allegiance
ye thats exactly what I do(2 scouts, 3-4 disciples), but I try different caps.
what does the a.i have? (include enemy structures, if its the a.i planet).
bump we need a formula.
upgrade civilian infrastructure, sell some ore to buy crystal for capital. at 30 population with a capital, you will get 4.7 to 4.8 income and you should be able to build 3 of the mines within the same few minutes.
This is kind of a combination of what we had in the latest beta and what we have now. In 1.01/1.02 PJI delay a ship from jumping by like 25 seconds or so. In beta 4, the PJI made it so enemies cannot jump farer into your territory at all. The following is a kind of combination of them both: if the enemy is jumping from a system that you own that has a PJI into another one of your systems (the second system does not require a PJI), the delay would be 60-80 seconds, othe