archpsi

archpsi

Joined Member # 2382175
26 Posts 428 Replies 1,192 Reputation

[quote]Evacuators only good ability is the planet sucking.The armor reduction and DPS is poor compared to so many other DPS abilities other caps have.The gravity warhead requires you to face the target(the whale turns and moves slow as hell) and is only effective with PJI.The cap is so weak damage wise that people aren't going to be running away to give you a chance to use grav warhead.[/quote] actually its one of the best anti-cap damaging abilities in the game that come early(most oth

57 Replies 36,054 Views

[quote]If enemy had a lot of structures and light frigs in 1.02, then lrms where the right choice.Wrong, if the enemy has anything in space, lrms are the right choice.LRM are even decent against their hard counters.The most cost efficient carriers (Advent's) cost 2.15 time the cost of a Javelis.For the same fleet cost, the Javelis fleet will have 136% the total health and 74% the total effective dps compared to the Carrier fleet.136% * 74% = 100%.Thus Javelis are just as effective at killing car

58 Replies 23,966 Views

either fleet size is bugged or its only the display being bugged, havent actually gotten to ~2000 supply to check.

12 Replies 5,818 Views

[quote]interesting, however has the ways to get easy win[b]s[/b] on ICO been fixed? or is that for 1.04?[/quote] [quote]The various exploits reported have been addressed.[/quote] just checked, neither of the things I was referring to were fixed (doesnt involve other players at all and tried it on my account with under 4 games, not a real account). hopefully it will be fixed by 1.04.

137 Replies 163,254 Views

gameplay.constants is not a bin file, but a text file, thats how I got the damage modifiers info. I can tell which files were modified/not modified (date based) and thus I could tell that scouts were not changed and still do the same damage type, we have to wait till they update the mod package with the ~133 modified files ( a lot are changes to the technology for increasing tier 1/2 research time).

8 Replies 20,008 Views

just checked and assailants die nearly as fast (few seconds more across 123 seconds, but most likely due to the 20 shield buff.) to scouts, meaning they still take 200% damage from scouts and based on the above chart it can only mean they still have light armour. (scouts were not changed at all). maybe javelins ( not gonna look for the time it took to kill them in posts from weeks ago) were changed, but assailants armour type was not.

8 Replies 20,008 Views

so dont go illums vs a vasari player, you can do other things. phase missiles are not that good vs advent carriers at all which have the highest hull of all carrier cruisers. as I said before a level 6 combined with a level 3|5 cap can kill x LRM's, I didnt mention which its up to you to figure it out, which is possible on small random and above, in smaller games the games are so short that the opponent is not gonna appear with 80-90 LRM, unless you let him build it up and the

11 Replies 24,934 Views

damage armour types: DamagePercentBonus:ANTIVERYLIGHT:CapitalShip 0.25 DamagePercentBonus:ANTIVERYLIGHT:VeryLight 1.5 DamagePercentBonus:ANTIVERYLIGHT:Light 1.0 DamagePercentBonus:ANTIVERYLIGHT:Medium 0.25 DamagePercentBonus:ANTIVERYLIGHT:Heavy 0.25 DamagePercentBonus:ANTIVERYLIGHT:VeryHeavy 0.25 DamagePercentBonus:ANTILIGHT:CapitalShip 0.25 DamagePercentBonus:ANTILIGHT:VeryLight 1.0 DamagePercentBonus:ANTILIGHT:Light 2.0 DamagePerce

8 Replies 20,008 Views

spura: okay I'm going to demonstrate something about advent scouts, will upload the replays any time soon. you keep complaining about assailants vs advent in a short game, well heres some demonstrations of how good advent scouts function: [link]http://files.filefront.com/scouts18vs6lightrecord/;9804462;/fileinfo.html[/link] 18 scouts vs 6 skirmish. skirmisher win with 50% losses, takes just under 17 minutes for them to beat scouts. [link]http://files.filef

11 Replies 24,934 Views

[quote] Advent also suck economically. For instance vasari gets upgrade at T2 civ that increases mineral and crystal production by 5% per level. Advent gets upgrade at T2 that increases mineral prod by 7% per level and upgrade at T3 that increases crystal prod by 7% per level. So basically they have to invest more than twice as much in these upgrades than Vasari and they will have less crystal. They also get early culture building at T2, while others get more useful things like trad

11 Replies 24,934 Views

many of the advent capital ships abilities are either underrated (check some of the threads, many things are totally ignored) and need a bit more skill to use effectively than other races caps, but are a lot stronger around the level 6 area. advent are more dependent on capital ships than any other race or the combination of capital ship abilities. e.g. one cap at level 5 can make it so the enemy fleet of 70 lrms does the damage of only 34 lrms. e.g. combining a level 3/5 cap an

11 Replies 24,934 Views

all the people saying advent are hit hardest, I dont really think thats true. advent have the best scouts for dps/survivability per supply/cost, yes I make many scouts as advent when going vs vasari who started making assailants. advent have access to a lot of fighters much sooner than tec/vasari via getting carrier cruisers sooner and the hangers sooner and the best early game (pre tech 4+) dps for fighters. 3 advent hangers (without the upgrade) can kill 3 LRM's every 12

137 Replies 163,254 Views

the game mechanics work with decimals, only the ingame display is dumbed down to show integers, so it would be 18.75.

10 Replies 9,589 Views

frogboy already replied about his comment: [quote] Context matters. What I was writing about was forcing people to play "ranked" or measured games. We don't want that. That doesn't preclude us putting in a tournament mode. We're adding tournaments to GalCiv II: Twilight of the Arnor so obviously we don't have a problem with competitive matching. I just have a problem with forced competitive matching. [/quote] reply 17 [link]https://forums.sinsofasolarempire.com/pos

4 Replies 18,286 Views

[quote]I hope you are right, but because of the armor difference you might not be.But if they did increase survivability, then that would be a FLAK nerf! And worst probably for Advent defense vessel![/quote] fine I will do a proper comparison: javelins currently have 525 ehp and 280 shields = 131.5 ehp and 70 shields per supply. illums currently have 550 ehp and 500 shields = 91.66 ehp and 83.33 shields per supply. *modifying illums to be identical per supply woul

137 Replies 163,254 Views

Astax Illums and assailants have possibly had their survivability increased. LRM has 780 hp+shield for 4 supply = 195 per supply. If they are making the assailants and illumintator have the same survivability for 6 supply. each will have 1170 hp+shield for 6 supply, atm the illum has 1000 hp+shield and assailant has 940 hp+shield, meaning both will get more hull or shield. *these calculations are correct only if the armour across the ships are ignored, I could do further calculations wi

137 Replies 163,254 Views

yes thank you :). I think one of the main things about LRM's now, is that they might be microed more often (jav and assailant) to stay out of enemies fleet range. However Im not sure how feasible it would be, we have to wait and see.

137 Replies 163,254 Views

[quote]Host a game. Doesnt matter if you "cant" host.Put one AI allied to you , no enemies . Start the game.Instant Victory ScreenI dont do this because I dont care about win stats , but if your really pissed off then you can give it a try. If its more a principle thing that you were robbed off , then thats another thing.[/quote] they actually asked not to mention these types of things on the forums (one of the stickies in general forum), thats why my posts that refer to this/fixing thi

10 Replies 7,054 Views

just to make it clear, I know how the armour mitigation works, but you dont need those calculations if the end result is just an increase of 5% to the effective hp. to explain effective hp. enemies do 5 dps, it takes 20 seconds vs a unit with 100 hp and 0 armour = 100 ehp. upgrading the armour by 1 the unit has 105 ehp(100*1.05) and it takes 21 seconds (105/5). upgrading the armour to 2, the unit has 110 ehp and it takes 22 seconds. mitigation calculation (pesky) wo

10 Replies 9,589 Views

[quote]when I put them in the main folder they do not even appear!! I know it has to be something super simple.[/quote] he meant put the maps inside "Drive:\Program Files\Stardock\TotalGaming\Sins of a Solar Empire\Galaxy\" and not Drive:\Documents and Settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Galaxy\

10 Replies 6,342 Views

I think the most important thing atm is to actually make wins mean a real win, not the other two methods of getting easy wins (mentioned a few times across the forum).

33 Replies 30,177 Views

I think for the vasari the whale is the best anti-cap capital ship and anti-planet capital ship. - (-)6 armour on caps means that they take ~25% - ~33% more hull damage from the whales fleet. - nearly constant 30 dps (22.5 dps on caps before the -armour) that hits the hull ignoring shields and shield mitigation. - ability to make enemy ships slower than the whale (enemy scouts will be the same speed, fighters and bombers still faster) and prevent them from phasing for 15 secon

57 Replies 36,054 Views