[quote]Anyway, to sum it up, interstellar space is a sort of filter which lets only the wise and benevolent pass through. All others either stay where they are, or destroy themselves.[/quote] So far no one's passed through interstellar space... at least no one we know of yet. While a civilization may come to peace with itself over time, having become the dominant sentient species on it's own home planet, no one can tell how they'll behave upon meeting alien species who have als
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(Damage*100)/[100 + (5*Armor)] This is the basic formula to calculate armor effects. Armor rating has nothing to do with shields/shield mitigation/shield regeneration, hull/hull repair or armor types(like Light, Medium, Heavy, V Heavy, etc.).
[quote]Returning armada, aside from being a nifty ability, can be used to generate wads of cash via reclamation or just nuisance value. The primary problem is that this cash is not affected by fleet maintenance. Ok fine, TEC also gets free nuisance units which don't apply to their fleet count via the rebels, and the pervasive economy to reclaim the bucks. Advent gets.....5-10% additional faction, which, while it does affect economy, is still affected by fleet maintenance, and the only source of
[quote]But you only need 1 flak per 3 carriers to stop them.. Flak are extremely powerful at killing fighters, especially sentinels with their AOE. Flaks counter their counter better than any other unit counters their counters, which is understandable as fighters/bombers are very good.[/quote] That's why a carrier fleet would have to have a compliment of Light/Long-Range Frigates to kill the flaks, and in the case of the Vasari, an Antorak Marauder(or multiple). Since flaks generally do
[quote]How does one get a fleet size up to 2300 as Vasari? I have seen this posted somewhere else but can't find it now. Sorry, to hijack this thread...[/quote] Tier 6 Empire Tech Tree Phasic Transmissions - 2 Levels 8% increase to fleet supply per level. Total boost: 16% fleet supply. Final fleet cap: 2320
[quote]Shouldn't the TEC occupy most of the quadrant with scattered forces and loyality-problems on its planets.[/quote] They do. Or at least the Trade Order did. Unfortunately, for the player, most of the former Trade Order planets didn't join the Emergency Coalition because they feared loss of planetary autonomy, like countries not willing to cooperate. They've nevertheless all built planetary fleets to defend their individual planets(the 'neutrals'), so those things must be
[quote]Another thing that I wonder about: fighters or bombers? So far, I haven't purchased a single fighter squadren because bombers seem to be incredibly powerful against everything, but I've seen a few people on this forum discussing strategy, and it is evident that going all bombers isn't the way to go. Why not, and what SHOULD I be doing with regard to that? Is there a rule of thumb?[/quote] The rule of thumb, as Annatar said, is adapting to the situation at hand. Go Fighte
[quote]On the other hand, a lot is already there. For example , teching to super weapons can be considered similar to the space race of civilization. Only instead of winning outright, you get to use them and hey, that's fun.[/quote] Teching to Returning Armada may be considered by some as Sins' Technology Victory, but you still have to use the free ships to kill the enemy and actually win.
@Two posts up, The Korath wanted to exterminate all non-Drengin species. The Drath were just a very spiritual peaceful race of flightless dragons who were the original inhabitants of Altaria until they got kicked off. Then in Dark Avatar, after the fall of the humans and their alliance, the Drengin/Korath came along and exterminated the Drath(and later, the Korx). GalCiv 2, despite being advertised for it's 4(now 5 with the Precursor Ascendancy in TA) victory conditions, is sti
[quote]Well, I hope that we never develop real space combat craft, but if we do, they are most certainly not going to be shiny.[/quote] Why? If we develop FTL someday and run into hostile aliens, would you rather militarize space or get exterminated? [quote]Military design most certainly does take aesthetics into consideration, for two reasons. One, the contractor who is developing this weapon has to sell military brass on throwing down some budget money on their creation; mili
Targeting Uplink can also be used to counteract abilities like Vertigo and Deceptive Illusion, which reduce chance-to-hit.
[quote]second, on the wave cannons. consider that wave cannons are inherently more effective than any other weapon system due to the damage-armor type tables. upgrades to this type of damage are more or less already passively boosted by a decent amount against most targets. the skarovas are so powerful that upgrading their weapons becomes worthwhile in almost every circumstance where you can afford it. at that stage of the game you're not really going to be able to find a more potent damage upgr
[quote]My conclusion is that the phase missile techs own while the pulse cannon techs are nearly worthless, and that is another reason missile frigates > skirmishers in general.[/quote] Pulse Guns are useful. They are cheap and increase the damage of your Ravastras and Jikaras if you ever need flak or siege frigates killed. But more importantly, they lead up to the Pulse Beam weapons line - which means a big 35% damage boost to the Pulse Beam weapons that are fitted on all Vasari capita
So the second level of those early techs provides a permanent boost while only the other level's value gets replaced? :p Mass Reduction is another name for Speed boost.
Carrier Battle Groups obviously aren't entirely about the carriers. A Vasari CVBG would consist of 1+ Skirantra Carriers, 1+ Antorak Marauders, and then lots of Lasurak Transporters, some Ravastra Skirmishers and a few Stilakus Subverters. The Lasuraks, with Fighter and Bomber Squadrons divided evenly, would provide the core firepower of the fleet. The Ravastras with their speed and AntiHeavy weapons could hunt down enemy flak. The Skirantras would put up their own Fighter Squ
So you clearly don't have the capacity to understand the concept of decimals. Too bad. Don't consider 'everyone' or the 'average player' to be yourself only.
[quote]BTW...Any way to prevent enemy ships from scouting[/quote] Yes. Get a choke point(the star's gravity well, if you own an entire system) and put 2-3 carrier cruisers or 1-2 hangars with Fighters there. They should be able to knock out a casual Auto-Exploring scout in 1-2 passes(~15 seconds). Microed scouts would probably be forced back the way they came. Massed scouts would be a really weird occurrence, and would only be around if the enemy is trying to use Timed Explosives or Mar
[quote]For vasari, the counter is essentially to just have a bigger fleet or RA. Microing your units definately helps, but if they've managed to amass such a huge fleet, you should already have RA.[/quote] For Vasari, the counter is to have an Antorak and lots of Bombers. The Antorak can use Distort Gravity to keep the carriers safely out of HC range while the Bombers pound the cruisers with Phase Missiles. Enemy fighters can be countered by fighters and/or Jam Weapons(Devastator abilit
[quote]It's a useless chart for the average player. In fact, it's not a chart at all. It does have good decimal data, but each ship is listed on separate pages which makes it impossible to COMPARE ships.[/quote] It's not a chart, that's correct. It's a database. Although it is better for comparing ships since they're divided up by their classes. All Long-Range Frigates on one page. All Flak Frigates on one page. And so on. However, it is pointless to make a chart on the informa
[quote]TEC bombers with ERM research (expensive) get a total of 32% longer range when used in conjunction with TU. Now, I don't know if that puts it outside of the Jam weapons envelope, but it can only be helpful in that matter. Research ballistics and missle tech and add another 30% of damage to fighters and bombers.[/quote] TEC Bomber range w. ERM + Uplink bonuses = 3168 (132% of 2400) Jam Weapons range = 3500 [quote]clearly the advent. superior numbers and decent build t
[quote]3. Armor: How does it work? Does 1 armor point reduce each incoming damage by 1 like in Starcraft, or does each armor point reduce damage by a percentage like in War3?[/quote] 1 point of armor increases effective hp by 5%. So say ab attack of 100 damage hits a hull with 10 armor. It is actually doing 150% of it's true damage(reduce to hp) because of armor. So that extra 50% is cut away by armor and you're left with ~67 hp lost by the target ship. It's mitigation of a different ki
Repair Cloud is a strike craft support ability with it's short range. The strike craft can be micromanaged after an attack pass to fly through the cloud before their next pass and get repaired. Combined with the thick armoring, tough hulls and high native repair rate on the individual Vasari strike craft, this kind of nullifies any anti-strikecraft threat except for a very dense flak barrage.
[quote]Basically, you build a total of 3 sovas and 6 perchons in the escort strike force. 2 of the sovas build nothing but bombers and the other has nothing but fighters. The pecherons are also nothing but fighters. The TEC's carriers have a total of 7 squads and so that gives you a total of 14 bomber wings and 13 fighter wings. The TEC makes up for in quantity what you don't get in heavy damage, as you can send 2 targets on opposite sides of the gravity well a very fancy present that they won't
[quote]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.[/quote] 90 degrees? Shouldn't that mean 45 degrees to either side of the perpendicular? Missiles, with their turning capability and turn rates should also, technically, have a wider fire arc.
[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.1.25% is the decay rate per second, basical