[quote]Vasari Kortul gets a passive that has a change to disable abilities on anything it hits, which is pretty good since it's always on. [/quote] disruptive strikes: doesn't disable, only increase the cooldown and depletes antimatter, which in this case against repair bays with 5 to 6 second cooldowns doesnt come close to disabling them. anyway some exact info chance to trigger: 35% and only from the beam/wave attacks, not all attacks. mana depleted: 8/12/16
archpsi
[quote]just remember people, the damage shown in the above chart and on infocards ingame is not the actual damage used for game mechanics.So, why would the game developers put those numbers in the game. Are they just made up?Perhaps you do not comprehend the word "Average". I believe some of the figures are based on an average.[/quote] you haven't checked the entity files yet at all, have you? the damage numbers are "rough" (saw IC/stardock use that term) estimates.
[quote].I have tried looking at the game files to find the information but they puzzle me.[/quote] look for: CommandPoints StartValue 2.000000 ValueIncreasePerLevel 0.500000 2 means it starts with 2, at level 3 it can have 3, at level 9 it can have 6. you can also check the following site for the info without going through the files. [link]http://roe.totalgamingnetwork.com/wiki/index.php/Sins_of_a_Solar_Empire/Capital_Carrier[/link]
[quote]Mitigation increases by 1% for every 10 damage being taken by a ship at a particular time. I don't know the decay rate, but it obviously can't match the pace at which ships can deal raw damage. This way, mitigation will inevitably reach it's cap, making spread fire pointless since you'll be fighting mitigation and regeneration at the same time, and repair auras like those from Repair Platforms and the Skirantra Carrier will become more effective.[/quote] 1.25% is the decay rate p
they solved one thing in 1.03: you do not need to kill the a.i that replaces a person who left to win the game. still the fact that its so easy to quit and they didnt mention any changes to stat recording..etc/quiting mechanics promotes many people to quit after they get the first pirate raid and thats one of the reasons I stopped playing 1v1 mp for the last 5 days and that its hard to tell the skill of players when most players have stats like 69 games (11 win, 2 loss).
heres their opinion about micromanagement, well at least stardocks opinion. just after 3:30 [link]http://www.gamespot.com/video/935993/6182903/sins-of-a-solar-empire-official-movie-1[/link] these are actually the best pre-release movies for information that I remember seeing, Im surprised they didnt get a lot more views..etc compared to other movies (some released after). took me time to find this (kept checking youtube vids for this one). anyway after watching
The OP is correct to some extent, at a certain fleet size shield mitigation does make focus firing actually even more effective than it is normally is in other games. this was first mentioned like a week ago in one of the shield mitigation 60+ post threads with actual scaling numbers, decay and stuff like that.
just remember people, the damage shown in the above chart and on infocards ingame is not the actual damage used for game mechanics.
you already won the game and decided to continue, its not gonna give you the victory screen a second time, since it considers you the winner once you won already.
nm, was linking the roe site, but pesky beat me to it.
oh I knew all the numbers behind how it works, but I still don't see why its worth it. anyway a few corrections: its also 450 credits for drain planet and assault specialization increases its bombing damage to 10.6 dps not 7 dps. about siege platforms, each one at level 3 does 3.2 dps bombing damage, while a destructor does 2.3 and you can only have just above 3 siege platforms out at the same time (thats if you stay there for nearly 2 minutes to stack them).
[quote] yes but disciples are the fastest, you can pull them away with good micro before they die.[/quote] seeker 1000 speed. disciple 800 speed. LRM 800 speed.
5. Start Kortul when cap ship fac finishes why dont you just queue it up before the factory finishes? which means you dont have to keep track of when the factory finishes (tiny thing, but still something).
I thought exactly the same thing about the whale and you can tell that from posts a few weeks ago, but my opinion changed when I saw another player use it extremely effective in killing caps (through its 2 abilities with assailant support) this was for an early rush before any of the caps were level 6, however I agree that volatile nanites are extremely effective and possibly the main reason to go devastator. another thing is that even though it has the worst colonize ability of the thr
I think holding off upgrading supply till you really need to is a general thing for most races and not only vasari, *if the opponent is not being aggressive. I suggest trying the whale a few times, I also used to use the devastator as the first cap, but I prefer the whale now.
[link] https://forums.sinsofasolarempire.com/?search=siege%20platform [/link]
as daevangelist said, you can put your caps on a different level to avoid bumping, which can happen a lot to the whale, e.g. I had my whale stuck between the planet and 2 enemy caps, it became a pushing contest. theres other uses: -if the enemy is using ships with multiple arcs (caps, flaks, illums) and your fleet is directly above/below them and not on the same plane, in most cases they will turn upwards/downwards to face the ships below/above them and fire only with the frontal ar
[quote]I love to see a less skittish AI, a game of tag is indeed a good way of describing it. Chasing a dozen Purge Vessels in circles is hardly a dignified occupation for my grand armada.When they say they've added options for "Ship Speed" do they mean build speed or movement speed? I assume build, but I'd honestly love to see some of the frigates slow down a wee bit (not a ton).[/quote] they mentioned build speed just above ship speed, so its most likely movement speed.
each arc has an angle of 90 degrees (could be under 90) from what I could tell from the tests (it wasnt testing arcs specifically, but other aspects) and thus the arcs cannot overlap. Basically [color="#000000"].......[/color]V K[color="#000000"].......[/color]T K will be hit by V right arc and T will be hit by V front arc, thats if V has weapon/s on the right arc and front arc and is facing downwards.
choose Ironclad online, make a new account (its not shared with the stardock account), create a new character name (however they call it) use it and now you see lobby/join game/host game tabs on the side.
I wonder if anyone likes the desolator as a main/first cap (not just one of the many if you make quite a few caps) or if its one of the most unpopular caps in the game and if so how could it be improved without making it OP or changing completely how it works (if the devs don't want to change the role of the abilities and its own role).
oh and one more change that wasn't mentioned here, but the other thread. [quote] -Cn now buy and sell resources on the market in large increments again. [/quote] [link]https://forums.sinsofasolarempire.com/?forumid=402&aid=301905[/link]
can you list which achievements?? some of the achievements are just like previewing a newly created map with the ingame editor, so its possible you did a few like this without even playing a real game and not due to the replay. if it bothers you too much, you can reset the achievements to be disabled. use a text editor to open achievements.achievements which is located at (for XP) Drive:\Documents and Settings\username\Local Settings\Application Data\Ironclad Games\Sin
some things that frogboy mentioned in another thread that are a bit more detailed (how they fixed phase jumping) or were not listed in this thread. [quote] -Improved Group Phase Jumping for large groups of ships. If the number of ships exceeds a threshold, the group will only wait for 90% of the value of the ships to be ready. The stragglers will follow shortly after. Typically, its only a couple ships that cause the whole operation to stall so this should eliminate the majority of