BigBadB

BigBadB

Joined Member # 2438224
3 Posts 221 Replies 501 Reputation

I don't know off hand, but it's easy to find out - look at the info card of a ship that's being affected by two of them, and see what bonus it's getting.

1 Replies 1,760 Views

[quote]Quite frankly, you started the entire thread off with a hostile tone ('fawning', 'drooling' q.v.). You have no basis for calling anyone a troll.[/quote] What he said.

67 Replies 89,757 Views

[quote]Probably just storyline/setting decision. Maybe they wanted to imply that Gauss Cannons come from Autocannons. No other reason, I would think. It is Sci-Fi, after all. Probably just a design decision.[/quote] 'Design decision' and 'storyline decision' are not the same thing. ;) Giving a tech prerequisite techs makes it more expensive, and thus has an impact on game balance. I doubt the devs would have made the decision simply for fiction purposes.

6 Replies 15,039 Views

[quote]Okay troll, just go to some other thread please.[/quote] Oh, the irony. ;)

67 Replies 89,757 Views

[quote]Mitigation doesn't care if the 250 points come from 1 unit or 10 units, thus focus fire does nothing to influence mitigation.[/quote] Yes it does, because we're looking at damage per second, not just damage done overall. shieldData shieldAbsorbGrowthPerDamage 0.001 shieldAbsorbDecayRate 0.0125 shieldAbsorbBaseMin 0.15 shieldColor ff8FD81D Assuming that 'shieldAbsorbDecayRate' is per second, that means if you do less than 12.5 damage per second, the mi

80 Replies 33,629 Views

[quote]Added another newbie question that I'm seeing conflicting answers all over the place.Does shield mitigation work when shield is reduced to 0 ?[/quote] Yes, at least according to the manual.

6 Replies 2,999 Views

[quote]Thanks for the reply. My capitol ships did not appear on the fleet drop down, or I could not locate them there. [/quote] Hmm. They should be listed under the planet they're currently at. If you've formed the into a fleet, there should also be a fleet icon at the top of the empire tree. If you click the small 'down' arrow next to it, you can expand the fleet to see all the ships in it. [quote]From reading another post, I was reminded of another question.What do ac

6 Replies 2,999 Views

[quote]I found an error on the Damage Types page. It says that Basic Assault (Light Frigate) is anti-heavy but the damage modifier for heavy is 25%. Should basic assault be anti-light?[/quote] No, they're Anti-Heavy, but the table has the modifiers for Anti-Light. They need to be changed to the Anti-Heavy modifiers.

109 Replies 382,311 Views

[quote]Ah, I'm glad I wasn't talking crazy before about how shield mitigation doesn't really work as intended by the dev's. It's nice to be validated.[/quote] Unless I've missed something, I'm afraid I'm not convinced that you have been. I've yet to see a solid mathematical proof, or a convincing in-game replay demonstrating that focus fire is the best way to go, and mitigation doesn't make any difference to that. On the other hand, I have little doubt that the devs will ha

80 Replies 33,629 Views

1. Nope. You can capture the 'independant' extractors that can be found in some uncolonisable grav wells, but you can't build anything in a grav well unless there's a planet and you own it. 2. No, these limits don't change. Each planet type can be upgraded a fixed amount of times in each category - for example, asteroid planets only have one Population upgrade, while terran planets can be upgraded four times. I can only assume that you mistook a 'greyed out' icon (can't afford

6 Replies 2,999 Views

[quote]The layers of defense act to lower your attack in this order: Shield Mitigation -> Shields -> Shield Regeneration -> Armor Type -> Armor -> Hull Points -> Hull Repair[/quote] Are you saying that armour/damage type modifiers only apply once the shields are down? If so, where did this information come from? Likewise, do you know how armour actually works? [quote]The charts will be mostly the same for the others with a few exceptions.[/quote] Other than the Illu

18 Replies 11,958 Views

[quote]Further testing have yielded interesting results [/quote] I've just been testing, and I can't replicate your results. As far as I can tell, building phase stabilisers makes no difference to trade income, regardless of the order I built the stabilisers and trade posts in. Destroying all my trade centres after having built stabilisers on every world (I had 10 planets in the test) then rebuilding them did result in a different trade route - but it was exa

33 Replies 21,104 Views

[quote]It makes perfect sense for trade routes to make more money when they are longer. Although two terran worlds may look the same, it would be sheer folly to believe their products are the same - especially biological products. Assuming a separate ecosystem, these products will ALWAYS be different and exotic, even on another terran planet.[/quote] What he said. ;)

33 Replies 21,104 Views

[quote]I was playing the Advent and the enemy was the Visari.Wouldn't MORE capital ships be a good thing?[/quote] Not necessarily. It sounds like the enemy had a lot more frigates than you, so even though you had more caps, he had a much higher damage output. Cap ships have a fairly low ratio of 'firepower to cost', both in terms of the resources required to build them and the amount of fleet capacity they use. In general, 50 fleet capacity of frigates will have a much hig

18 Replies 19,924 Views

[quote]Although, why the hell does Longer Trade Route = More Money??? It seems weird. Logically, you'd think the cost of doing business is higher because the transportation cost is longer and there is risk of pirate attacks, but instead it's the opposite and the profit is more for some unknown reason.[/quote] I would imagine for the same reasons that it tends to work like that in the real world - the further you have to go to get something, the more you're willing to pay for someone to bring

33 Replies 21,104 Views

[quote]As to how dark armada benefits your economy, I am not sure that this end game tech is relevant. [/quote] Returning Armada is only an end-game tech if you wait until the end of the game to research it. ;) It's perfectly possible to tech straight to it within an hour or less. [quote]Anyway, i think it is really weird for a phase gate to DECREASE trade income (and have no effect on refineries too).[/quote] As do I, which is why I'm going to test it. ;)

33 Replies 21,104 Views

[quote]It may just be me, but i can't quite seem to figure out how this "sins ship damage chart" works, any help?[/quote] Each type of ship has an Armour type and a Damage type (first table on the chart) The different Damage types are more or less effective against different Armour types (second table on the chart). For example, take a flak frigate and a light frigate. The flak frigate has Heavy armour and does Anti-VeryLight damage. The light frigate has Medium ar

18 Replies 11,958 Views

[quote](TEC has them I have played a bit of Vasari and Advent but I am not sure if they do)[/quote] All the factions have population bonus techs, but they vary in which planet types they apply to. If I remember right: TEC get +30% Terran pop, +15% Desert pop, +15% Ice pop Advent get +30% Desert pop, +15% Terran pop Vasari get +30 Volcanic pop, +15% Terran pop, +15% Ice pop

6 Replies 4,310 Views

[quote]How much of a bonus is it? I tried this in a game against an easy Comp to just experiment around with the game and when I switched the trade ports to boost crystal/metal in the sector, it was only a small .2 or .3 bonus. Is that amount correct or does it maybe ramp up and I just didn't notice or something else I'm missing?[/quote] It depends on how many of the techs you've researched. And don't underestimate how much extra crystal or metal a 0.2 bonus per extractor adds up to

13 Replies 27,236 Views

It's not too hard to build static defences that can take out small AI siege fleets without backup. Remember to upgrade the planet's defences (the HP buffs), and that fighters get a nice damage bonus against Light armour (the type used by Siege Frigates). You'll still lose some population during the attack, but that's all. In general, though, static defences are designed to buy an attacked system enough time for a defending fleet to reach it, not to defeat a serious attack on their own.

15 Replies 8,845 Views

[quote]That counter chart seems kinda weird. Unless I read it wrong or don't understand something about the game.Do gardas not counter LRMs Fighters and Bombers?[/quote] Gardas are effective against Light armour (100% damage), but they get a bonus against VeryLight (150% damage). VeryLight Armour - Fighters Light Armour - Bombers, Scouts, Siege Frigates, Long Range Frigates

18 Replies 11,958 Views

[quote]The biggest problem I have is that the AI loves to send about 2-6 of those Siege Frigates at your worlds. Its annoying but a good strategy. No real way to stop them if you play a big map. Because you can't have a fleet in every planet. And you need enough to break the 2-6 Siege Frigates in time. Cause they don't seem to take long to take out a planet.The only race that seems immune to this is the Vasari.Gets annoying late game when your tying to kill the ai with your main fleets.[/quot

13 Replies 6,647 Views

Ignore the AI fleets if they run - focus on their planets. You don't need to destroy all their ships to win, just all their colonies.

13 Replies 6,647 Views