as long as theres culture around a planet, its allegiance will be slowly raised by 10% over its allegiance "distance" based cap. the broadcast center does not need to be built anywhere near that planet, however it would take time for culture to reach the planet if there is no culture already there (the coloured line) and the closest broadcast center is quite far away.
archpsi
[quote]Looking at actual damage and armor stats of the units it's not that surprising:Stock flaks have ~2x more effective hull, better hull rr, ~2x more shileds, 2x more shield rr, can shoot in 4 directions at the same time. The only advantage javelin has, is higher damage output in one (and its only) direction. Using ddot during 60 seconds - 536 (lrm vs heavy) vs. 431 (flak vs light, one gun).You can do interesting test - change javelin armor type from light to medium. Flaks should have really
the thing is the only reason chokepoints dont really exist in this game is due to superweapons. the developers made it so yes anything (anything decently sized, which is easy if we are talking endgame where both sides have multiple novaliths) can get to a planet in the back with minor losses and thus neutralize your novalith or continously move through your systems with minor losses per system (if you have fighters/bombers). if they make PJI's actually work correctly than super
I never watched the original game, but he didnt scout?? anyway I just did a test via modding the game. made it so illuminators start with self clone ability, while the defense got nothing tech wise (no hp/armour/damage), but I made 11 defense instead of 10 to at least make resources close to each other (resource cost of ships ignoring any teching up to illuminators or the clone ability). 10 illuminators dead, 8-10 clones dead (new illuminators appeared like
[quote]LRMs do almost no damage to Flak. That's why people advocate flak as the solution to LRMs, and why people are ignoring the reason LRMs are powerful. These tests that are performed are hardly useful at determining ANYTHING. They're just showing what we already knew statwise, and are NOT indicative of real game play.LRMs are good because of high ff damage at long range. So do you target Flaks? No. Flaks have insanely high hp for their dps potential, they are short range, fast units.Yo
[quote]Have you maxed the missile before your test...[/quote] I gave LRM's clusterwarheads and did the exact setup as replay 2 (no micro), 2 flak survived (many were taking aoe damage, but a lot was indirectly migated through them regening slowly). if I start upgrading missile damage, then I have to upgrade autocannon damage..hp..shields..armour, so im gonna leave that out for now. however even with LRM's having a clear advantage (clusterwarheads) the LRM's lost.
I guess manually doing stuff is an option :)(adding x% hp to the ships stats), just thought there would be one line per research file that makes it that research starts off fully upgraded.
well that was the other option, but I wanted to also get hp/armour/shield/damage upgrades and Im not sure if the a.i would really get all of them within the first part of the game (first minute is vital), even if I make it close to 0 cost and time.
as I said in the previous reply; I know how to make it easier to get them, but cannot guarantee the a.i will get them instantly and when I said instantly enabled I meant instantly researched as in 1/1 or 2/2 straight away, not something that still needs to be researched. the purpose of this is to make sure I can run tests of specific fleet vs fleet compositions which are present at the start of the maps I create, while letting the enemy a.i fleet have certain upgrades/abilites enabled.<
did I litter the forum? if your referring to your document in the zip file on how to add new research, that doesnt solve my question at all since what im asking for is to enable specific research that already exist within the first second for multiple races and for the a.i (not just a workaround where I make everything cheap and easy to get, but I cannot be sure the a.i actually gets it). also [quote] onlyWorksIfTierLabsExist TRUE > Are labs needed for being resear
hi I would like to have certain techs at 2/2 or 1/1 when the game starts, what needs to be changed in the research entity files (just need to know what line is it, the bool/float?) to do it?
no the test starts with no upgrades at all, because its a new game and I havent seen a option to increase tech in forgetools (they arent that good, I gotta manually add 50 ships at a time). but your right it could make a difference(cluster warheads that is), but at the same time other techs would benefit flaks. (higher hp/armour techs would help flaks more). hmm, if anyone knows how to enable techs through a mod, please tell me what to change.
bad news, just looked at it more closely and for sentinels the beam can only chain re-act from a fighter and hit other fighters. anyway I havent done dps calculations, basically it just says in the entity files that the beams that come out can hit things within 1500/750 range (you can see it as the radius of the chain attack) from the target the assailants are hitting and for assailants the beam does 15 damage to at most 4 extra targets (sometimes 0 might occur), for sentinel its 12 dam
[quote] Charged Missiles: Same as the Assailant's ability[/quote] charged missiles: the sentinel and assailant get different charged missiles. assailant one does 15 damage and can hit 4 targets within 1500 range of the target and increases turning rate. sentinel one does 12 damage and can hit 3 targets within 750 range of the target, no change to turning rate. defeat shields: defeat shields also reduces shield migation itself by 10%
would it be possible to get a 1.03 changelog once it goes into Q&A?
okay heres a replay of one of the counters of illuminators. 10 defense vs 10 illuminators 10 illuminators: 3500 credits, 500 metal, 400 crystal and 60 supply vs 10 defense: 3500 credits, 400 metal, 200 crystal and 30 supply (could have made it 11-12 and not 10). outcome: 10 dead illuminator, 7 alive defense (one barely). [link] http://files.filefront.com/illumvsdefenserecord/;9674236;/fileinfo.html[/link] I consider it a decent co
[quote]Repair cloud - Don't know if it stacks, but it's a nice ability. Scramble bombers - I believe it's X extra bombers, where X=the level of this ability. Microphasing Aura - The specifics are a little unknown, but the higher the level, the more often fighters tend to "phase out" at just the right time. It's a real winner in a carrier-heavy fleet, as it effects all fighters within its decent-sized radius.[/quote] -repair cloud doesn't stack. -scramble bombers create 1 squ
tec have research that increase it by 4/8 per planet. [link]http://www.clansofsin.com/techtree/tec/1 [/link] development mandate.
hopefully 1.03 will make PJI's a bit better and in that case chokepoints would be possible. even if you do find a system with 2 lanes going into it (one from your side, one from enemy) if the phase lanes arent exactly the opposite side of the gravwell (e.g. -O-) and form an L shape or something close, the enemies dont even need to really enter the gravwell at all (only move through the outskirts) to pass that planet.
just so you dont get the wrong idea, since a few people made the same mistake in this thread. phase missile swarm can only hit 3/5/7 targets at most per usage.
imho you should try out mp if you just wanna get better for mp. theres many things that work vs a.i but barely work vs decent players.
[quote]. This isn't how the game should be, and is an imbalance.And before you want to play the "lol balanced fleets win out over that" card, post a replay of such, because I haven't seen it.[/quote] okay soon I will do a balanced fleet, aka mix of two combos (LRM and flak) vs an only LRM spammer. however it will be a much longer replay, but should be fun none the less. oh since you got so upset over micro, I will not micro my side in the massive fleet to fleet battle and t
for those who dont micro I admit 5 flaks cannot kill 10 LRM's without micro, heres a new replay that shows 0 micro. 7 flaks vs 10 LRM, no micro at all. fleet make up: 10 LRM's: 2500 credits, 400 metal, 200 crystal and 40 supply. vs 7 garda's: 2625 credits, 280 metal, 175 crystal and 28 supply. (selling 120 metal and 25 crystal at lowest sell price is 290 credits). outcome: 10 dead lrm, 3 garda alive (one barely, under 80 hp or so). [link="http://ww
ye "+chance to hit" seems useless (unless theres hidden modifiers not in entity files) if the enemy isnt massing fighters/bombers.
[quote]What does the Akkan aura actually do?Dont ships have 100% hit rate everywhere but in ion storms anyway?So it only increases range a bit...[/quote] not all have 100%, things that can attack fighters/bombers do not have 100% (capital abilities have 100%). you can see this at the bottom of the chart in: [img]http://www.crimsonsky.com/images/Sins-Ship-Damage-Chart.jpg[/img] in short makes fighters and flak better vs fighters/bombers.