actually sova and kortul have identical turning rates, speed and mass (this influences speed somehow, not sure how). kortul mass 10000.000000 ShieldMeshName "Shield_PhaseBattleship" maxAccelerationLinear 100.000000 maxAccelerationStrafe 10.000000 maxDecelerationLinear 500.000000 maxAccelerationAngular 1.000000 maxDecelerationAngular 9.999996 maxSpeedLinear 500.000000 sova mass 10000.000000 ShieldMeshName "Shield_TechCarrier" maxAccele
archpsi
about disruptive strikes: kortul is as slow as a sova, so if the sova is being microed to continue circling the kortul will barely ever get any hits in and barely deplete the AM. yes it can catch up if you send it to the right spot and the opponent doesn't change his direction or when the sova is changing angles, but each time it catches up it will only be able to fire several shots (not all of its weapons work with disruptive strikes) that actually have a 30% chance to deplete 8/12 AM
[quote]The same old people keep on with their attacks. It doesn't matter what I say, where I say it, these "I guess you call them trolls" follow me in every topic I go and they always have a degrading comment. I think it's pretty hilarious. Maybe that's why your suggestions are getting ignored, since you obviously have some other kind of agenda behind your tainted requests.HolloWatcherJinxOfSinarchpsithere's a few others (same old people everytime)....It doesn't take a rocket scientist to fig
[quote]There was really a time were THIS topic was the only sticky one and the good one with the real data was not sticky? I am losing my faith in Frogboy / Stardock here ...[/quote] yes and it was a day after I already mentioned how the data is incorrect, I had to bring it up again when he made it a sticky.
infocards show incorrect damage data and ignore the biggest elements when it comes to damage/armour. I only read this thread since I thought you meant to improve the infocards to actually show damage/armour info correctly. type of armour: can use colour on the armour amount to symbolize type or add a little icon next to armour that has at most two letters, e.g. VL - verylight, L light. type of weapon damage: can use colour on the dps amount to symbolize type, e.g. brigh
yes they need to change the text, nothing more. also many things shown ingame are wrong infocards - dps is rounded. research trees - bonus/reduction percentage of research is rounded. etc..
just a tip use [link]https://forums.sinsofasolarempire.com/recent[/link] to completely avoid stickies.
[quote]Download the 1.03 updated data files from he stickied post on the modding forum, and check out gampelay.constants in notepad. Then, look up the unit damage types in their associated .entity files. [/quote] I didnt bring the entity files up in this thread, since we mentioned the entity files to him multiple times in at least one other thread (example: the sticky) and he refused to acknowledges any data not displayed ingame (infocards).
[quote]guy is gigantic troll, ignore him[/quote] I only post to inform others about the misinformation.
accuracy only influence the chance of ships to hit capital ships, fighters and bombers and is set as 100% to capital ships. The buff helps fighters and flaks attack bombers/fighters or helps in the case of a few select things in the game which reduce the accuracy of a fleet against capitals/fighters/bombers. [quote] To me the best use for this is to have ships that aren't meant to hit strike craft have a chance to hit them, and usually if a capital ship can hit a strike cra
creates up to 30 additional fighters (might be fighters and bombers or only fighters, I forgot) that are added to your own squads. basically the squad size of your bombers/fighters will increase by a specific amount, I havent seen it spawn new squads, but I guess if you have only 0 existing squads it might create a new squad or two.
we actually discussed this over a month ago and theres numerous replays that I made across the forum, the one scout that does excel above the rest is the seeker. However if it isnt an early rush(first ~15-~30 minutes), flaks/fighters are a better option.
After reading my previous post I could see a few things that I should correct, like writing "8 javs died" and "20 disciples died", instead of "dead". I hope they fix the editing functionality at some point. [MAGOG]Kruelgor: check the second replay in my previous post (#87), it will amaze you and possibly shock you at the same time.
[quote]20 Disciples while he has 5 LRM'sI'm not talking about an advantage that big. I'm talking more like 20 Disciples to 14 LRMs. It will be a fair fight.[/quote] okay lets see how 20 disciples do vs 14 javs, this is ignoring any tech upgrades, which actually benefit the javs (aoe damage). the disciples start with the a slight advantage: -they are in range of the javs, when in reality the javs would usually start firing from out of disciple range. the disciples star
monkey and scalding, I actually contacted yarlen and blair over 7 months ago about using machine learning algorithms for sins a.i (part of my thesis is ML in RTS games), but they didnt want to release the a.i code for obvious reasons.
disciples do win if theres a ratio of 2 to 1, however thats unlikely and could only occur if the advent player invades with disciples within ~15 minutes of the game start, barely giving the opponent time to accumulate javs while the opponent spent resources on tech/labs and if the disciple player only went disciples, ignored labs completely..etc would only work well if the jav player has 0 defense. costs: a jav costs ~1.2 to ~1.43 times more than a disciple (fluctuates based on market p
mettra: about your reply (51), I fully agree with that reply. I was going to write something like that but after reading all the anti-posts I just didnt see any reason to enter this debate. heres the factor that many posters are totally ignoring: if the imbalance came from some stratetgy/tactic that only the top 10% of the competitive players could do (some intense macro/micro that most people cannot do ,even most competitive players), then it could somehow become a competi
your vasari most likely using assailants, assailants immobolize themselves when using charged missiles and the ability doesnt disable itself properly. I really think they need to start moderating these forums.
1.02 gameSpeedData-Slow incomeGameSpeedScalar 0.0 shipBuildRateGameSpeedScalar 0.0 moduleBuildRateGameSpeedScalar 0.0 shipLinearMaxSpeedGameSpeedScalar 0.0 shipLinearAccelerationGameSpeedScalar 0.0 shipLinearDecelerationGameSpeedScalar 0.0 questCompleteHappinessDeltaScalar -0.50 cultureConnectionReferenceLength 250000 gameSpeedData-Normal incomeGameSpeedScalar 0.15 shipBuildRateGameSpeedScalar 0.10 moduleBuildRa
open the galaxy file with a text editor and change versionnumber 0 to versionnumber 1
[quote]need a rollback to 1.02 too since upgrading to 1.03 starting sins i got only a black screen and a minidump in the background[/quote] did you try restarting?
[quote][quote]Where is promised option for faster game speed? There are all same old options[/quote]"Players can use the + and – keys in single player to control the game speed".[/quote] has been like that for over a month, they just mentioned it again for people who didnt read the 1.02 patch notes, hence the person you were replying to clearly meant multiplayer options..
thiosk, took me a sec to realize its from starcontrol 2, one of the planet monsters.
read it again, I said sending the carrier through the lrm's. this isnt chasing or anything like that.