archpsi

archpsi

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

[quote]The figures are taken directly from the in-game description of each ship.[/quote] which have been known to be incorrect when it comes to damage and are just rounded values to make the UI seem more user friendly (although it is just dumbed down and doesnt make it any more user friendly).

119 Replies 114,067 Views

[quote]If you check the "what would you like in 1.03" thread, PJI buff/change is possibly one of the most requested things.This isn't only to do with siege, basically any large fleet can go unharmed through your empire, even with hanger defense they will barely have any losses.The reason the developers made it this way was to prevent turtling of super weapons, but I would rather see actual choke points being effective (PJI worth building) and super weapons being modified to keep them balanced.I

40 Replies 36,953 Views

even moo2 had cutscenes for ingame events and victory/defeat, would be nice if this game had a few.

17 Replies 35,883 Views

theres already a mod that makes pirates playable, but it has a few bugs in it. [link]https://forums.sinsofasolarempire.com/?forumid=443&aid=300131[/link] heres another mod with a 4th race. [link]https://forums.sinsofasolarempire.com/?forumid=443&aid=301691[/link]

6 Replies 4,252 Views

If you check the "what would you like in 1.03" thread, PJI buff/change is possibly one of the most requested things. This isn't only to do with siege, basically any large fleet can go unharmed through your empire, even with hanger defense they will barely have any losses. The reason the developers made it this way was to prevent turtling of super weapons, but I would rather see actual choke points being effective (PJI worth building) and super weapons being modified to keep them bal

40 Replies 36,953 Views

Vasari if you have time to tech to the appropriate tier and are really committed to wanting dozens of squads (not that spamming will always work well). -15% extra damage in influence (the cap is not 11%.. I wonder why so many people get to that wrong conclusion). -it takes the carrier cruisers anti-matter to create each bomber/fighter, vasari create full sqauds the fastest of all cruisers, Ive got replays that show this. Which means they can replenish the fastest. Include the fact t

34 Replies 26,007 Views

doesn't even affect 1/3rd of the damage of most cap ships and for one not at all, however it is significant for the desolator. the list of non caps it influences is: assailants. bombers/fighters. sentinels.

18 Replies 11,422 Views

the discharging missiles make them immobile and is on autocast, so sometimes when they are engaged even if you issue a move command they will continue shooting and not disable it, gotta do it manually.

1 Replies 2,388 Views

darkmadmax you claimed that your first battle is only after 1 hour, this means that both you and your opponent are actually colonizing planets that are not in the direction of the opponent at all and then both just sit there when you guys reach each other or just avoid each other, till one thinks he has an upper hand. most 1v1 players who focus on 1v1 spearhead their colonization towards the enemies planets (easy to figure out on small maps even random, with early scouting) and thus the

41 Replies 68,459 Views

zzsleeper I was just trying to say that you should use dps charts that are not incorrect in the future and double check what your relying on. to tell if its correct or not, check entity files or sites that extract the info from entity files, like. [link]http://roe.totalgamingnetwork.com/wiki/index.php/Sins_of_a_Solar_Empire/Flak[/link]

24 Replies 16,526 Views

even on the larger 1v1 random small maps (14 planets, not 6-9) the first battles between competent players usually occur within 20-35 minutes and the game barely ever last over 70 minutes.

41 Replies 68,459 Views

-you based it on incorrect dps charts, as I have pointed out a twice (thought he would realize it and fix it asap) in that thread. -only flak and fighters can damage fighters/bombers.

24 Replies 16,526 Views

exact info: [font="times new roman,times,serif"][size="2"]rebellionInfoCount 2 rebellionInfo minTimeBetweenAttacks 480 maxTimeBetweenAttacks 600 arrivalDelayTime 20 spawnShips minFleetPoints 20 maxFleetPoints 25 requiredShipCount 0 randomShipCount 5 randomShip type "FrigateTechLight" weight 2 randomShip type "FrigateTechLongRange" weight 6 randomShip typ

7 Replies 16,949 Views

map I made awhile ago: [link]http://files.filefront.com/cap01galaxy/;9680440;/fileinfo.html [/link] this map lets you test each capital ship or combinations. -You start with each capital ship (independent of race), sorry but you will need to level them up. -Your homeworld is connected to 6 other planets (you start with 6 scouts), some are just normal pirate bases, one is a super hard pirate base and theres one terran planet that has a strong neutral force aroun

1 Replies 2,997 Views

In this Im going to write the decent counters to each ship (decent means that they deal enough dps for their supply/cost that they can be used as an effective counter vs the countered unit). format ship type: list of counters not in any particular order (preference depends on what mixed fleet your creating and which race you are). LRM/Siege has the following counters: -flak -scout -fighter -heavy (heavy take more damage from illuminators than other LRM'

5 Replies 4,858 Views

attack rates usually dont work in a deductive manner like that in any game, including sins. most games use the formula of: [b]new attack rate = old attack rate/((1+percent of increase in speed/reduction in case of ins)*(1+percent of increase in speed from other source)*...other sources)[/b] checking a devastator thats level one and three confirms the above. basically 75% reduction in attack speed in this game is less than 100% increase in damage output (75% increas

27 Replies 26,377 Views

the abilities of the colony cap ships take some time to kick in, as in maybe 30 to 60 seconds. e.g. for advent the -cost only kicks in after 30 seconds or so, so you need to wait before purchasing the planetary upgrades (it stays at 450 credits.. for like 30 seconds than goes down to 360 or less).

11 Replies 6,509 Views