msoltyspl

msoltyspl

Joined Last seen Member # 3048207
4 Posts 25 Replies 124 Reputation
Reply to Homeworld 2 in Games

From HW series I liked most Cataclysm. I actually completed it first, then I went back and finished HW1 as well, with "maybe it isn't so cookie-sugar as I originally thought" approach. HW2 didn't impress me for some reason. There was another game - O.R.B. that also passed roughly fogrotten (but started development before HW1, so they say).

49 Replies 11,059 Views

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

67 Replies 29,619 Views

It's explained in pdf file that comes with the mod tools. You missed 1st argument - 'entity' in this case. Also using the same name for source and destination file is probably not the best thing to do. If the converter can handle such situation nicely, you will lose text file. I.e. convertdata.exe entity AbilityAntiMatterDetonate.entity AbilityAntiMatterDetonate-bin.entity Then of course rename binary version, before putting it into game's mod directory. You s

36 Replies 28,184 Views

[quote]Interesting fact: Bioshock's Xbox 360 version was pirated ABSURDEDLY more than the PC version. I believe when I saw it at launch day, there were 26,000 people leeching the Xbox 360 version, and only about 1,500 some leeching the PC version.[/quote] Bioshock "copy protection" was an achievment in absurd itself. I wonder how many potential customers they lost because of that. Not mentioning that game itself was, imo, a thorough disappointment - felt like DX:IW reloaded.

47 Replies 46,766 Views

[quote]Using those numbers I find the focus fire group to win, even though this test is biased towards the spread fire a fair amount.Durikkan, I think you're right. I adjusted my spreadsheet to assume that each ship heals 2.75 HPs a second (is that what you meant by 2.75 of hull regen?) when actively attacked; this adds about a dozen seconds to the life of the ship being focus-fired, which in turn gives the entire SG fleet more time doing damage. Even so, when every FG ship is healing 2.75 HPs

80 Replies 33,399 Views

[quote]Calculations are totaly wrong. Besides there is no hull and shield regen too. And... FG group will up mitigations to 60% too becouse this factor depends on amount of damage received not amount of ships. Make math again and You see that SG group is dead[/quote] FG will make SG up their mitigation. The other way - nope, because shieldAbsorbDecayRate will cover that, in this case. That's the whole point behind this example. Lack of hull rr, or shd rr is a simplification for

80 Replies 33,399 Views

[quote]The curve does not change no matter how many ships attack that one ship.[/quote] It does change - don't forget it decreases itself 0.0125/s. Consider 4 vs 4 ships - each with 1600 hull, no shields, 50dmg/4s, no hull rr to simplify things. Shield mitigation is 0.6. Focusing group (let's call them FG) will be doing 50dmg/s, upping shield mitigation significantly. It's simple series - when you sum it you fill find, that you need: 16 seconds to cap mitigation doing

80 Replies 33,399 Views

It's just a matter of copying mod data into {your profile}\local settings\application data\Ironclad Games\Sins of a Solar Empire\Mods\{modname} Assuming your name was joe, under 2000/XP {your profile} would be c:\Documents and settings\joe - if you didn't change the defaults (and I guess you didn't :) ).

3 Replies 10,673 Views

I'd love to see negative percent modifiers being displayed as actual percent decrease. For example - 'flux field' shows antimatter : 300% whereas actual effect is: antimatter cost reduction: 75% or simply: antimatter cost: -75% Similary for i.e. 'replusion field': max speed: 1000% should be rather max speed: -91% For 'gravity warhead' (at level 3): max acceleration:

1,040 Replies 556,530 Views

[quote]If armor worked this way, then HP upgrades should be more useful than armor upgrades because (Base HP + HP upgrades) would act before (Base Armor + Armor Upgrades), making armor upgrades less worthwhile.[/quote] But in this way, armor regeneration is for free, from the % of hull. I.e. if you have hull 1000 and let's say armor == 25% of hull (too keep it more realistic), then you will regen 25% of effective hull for free. Or looking at in from different perspective - reduce the da

25 Replies 14,338 Views

But it also increases effective regeneration in this way. I.e. if you had a ship that had 20 armor points, it would effectively regenerate twice as fast as ship with just x2 hull and 0 armor. Or at least it seems this way.

25 Replies 14,338 Views

That would explain it nicely. Feels pretty strange though. And kinda confusing looking at in-game descriptions. I.e. looking at pre-patch screenshots from one of the other threads: [link="http://img502.imageshack.us/img502/6435/vasari3fk3.jpg"]vasari in-game[/link] max speed: 15% acceleration: 20% IMO, hard to come to conclusion that max speed is actually ~0.87% and acceleration ~83% of nominal values. Post-patch, that skill at level 3, would also

3 Replies 4,051 Views

While doing my big stats charts, I noticed few things I'm not sure how to interpret. For instance: BuffLowCostAbilitiesTarget.entity: AntimatterCostOfNonUltimates It has value of -3.0 which, as far as i understand, should be read as antimater cost reduced by 300% (and is even displayed as such number in game). If it's not a bug (and intended was i.e. -0.3) - how to interpret it ? Similary LinearMaxSpeed or LinearThrust modifiers are often < -1.0 . I'm not sure how to

3 Replies 4,051 Views

[quote] Likewise, to the best of my knowledge, no one knows for sure how Armour works, other than the logical conclusion that more armour is better. [/quote] According to Gameplay.constants file, it increases hull 5% per 1 armor point: HullPointPercentageIncreasePerArmorPoint 0.05

67 Replies 196,046 Views

[quote] Nice, first link is broke, SoaSE Stuff link works though. [/quote] Removed that link :) [quote] Ummm, why is the illuminator (advent) have stats like a capital ship? That dps it is putting out also seems extremely low... [/quote] The cooldown is 6.5 (PreBuffCooldownTime). Shot time is 2.5 (Duration). I assumed that total delay between shots is 9 seconds then. Cells where effective delay is bigger than raw del

11 Replies 10,131 Views

All races, with reference to damage, delay, level and ship are in place. I started slowly adding detailed ability descriptions, but it's gonna take a bit of a time. The in-game ability descriptions often lack details (i.e. Marza's radiation bomb is a bit more complex and interesting). I also plan to replace 'continuous' dps by 'discrete' one (so thing like 1st shot being essentially delay-less can be properly included), with settable time period - analogously to how you can control leve

11 Replies 10,131 Views

According to entity files - its first plasma weapon has 1.0 damage in front of the ship (along with 90 / 90 on left/right side). That 1.0 stat looks like a bug (and not a ship in game besides that with such a tiny damage).

0 Replies 1,881 Views

- what does 'PointStaggerDelay' control in ships' entity files ? - does shot's duration for beam weapons get added to cooldown (PreBuffCooldownTime) delays ? (I know I've already asked it, but maybe someone will know. I don't have any savegame now to test it experimentally :o ) - similary to above - does shot duration in any way influence the damage dealt ? (I assume it doesn't)

0 Replies 2,096 Views

I've updated almost whole TEC, basing some on information I dig around these forums. Currently stats are split into offensive / defensive tables. Most of the stats are present, including adjustable levels (which change almost all stats) for capital ships. Armor influence is assumed to be 5% per 1.0 of armor (dug on forums) - it affects 'total' hull and of course - hull restore rate. Remaining races will follow later :) Regarding TEC though - the numerical valu

11 Replies 10,131 Views