Phoebus The Greatest

Phoebus The Greatest

Joined Member # 3083407
4 Posts 47 Replies 197 Reputation

In the various Planet*.entity files, these variables control the size of the gravity wells: moveAreaRadius 40000.000000 (outer ring) hyperspaceExitRadius 30000.000000 (inner ring) In the Gameplay.constants file, these variables control the build 'ring' relatively to the planet surface on the nearPlacement, and relatively to the planet's hyperspaceExitRadius on the farPlacement: nearPlacementDistOffset 0 farPlacementDistOffset 9000 placementRadiusOffset

5 Replies 3,982 Views

The actual planetary growth rate is 0.125 population/second (the population will cap after 12 minutes). With an approximate value of 3 credits per mineral/crystal, the upgrade will have a ROI of 17m40s (and 11m40s thereafter, which means you'll have doubled your initial investment after 29m20s). At 3.5 credits per mineral/crystal it's 18m55s (and 12m55s thereafter, 200% at 31m50s).

46 Replies 23,074 Views

Wow, those are awesome. But doesn't that long range frigate looks more like a rail gun frigate than a missile frigate? It think that's the only thing that can be changed about shields: (in Player*.entity)[quote]shieldData shieldAbsorbGrowthPerDamage 0.001 shieldAbsorbDecayRate 0.0125 shieldAbsorbBaseMin 0.15 [b]shieldColor ff0EADFF[/b][/quote]

770 Replies 2,171,323 Views

For reference, my mod was shooting missiles in bursts of 3 with a 1.0 delay. Although without the burst the missile seems to disappear after a while, it's still much longer than the missile life time, and simply having missile on burst 'breaking' the collector is a good hint the leak could be around here somewhere. Setting the all travel projectile lifetimes to 15 or 20s could fix the problem. [quote]how long is that in dog years?[/quote] 665,905 dog years

11 Replies 8,407 Views

I was working on my Flak mod when I see some Phase Missiles flying in the distance after their target died... and they kept going... and going... and going... I'm talking over 2 minutes here... I really can't see them anymore because they are so far from the well their effect is simply far too small to be rendered. I open the missile .particle files and I find: TXT ParticleSimulation HasInfiniteLifeTime [b]TRUE[/b] TotalLifeTime 10.000000 .

11 Replies 8,407 Views

Memes? THE HORROR! Ships phase jumping in stop motion! Cannons shooting pretend attacks! Our collective minds cannot handle such damage! X-( P.S.: Nice hull designs.

26 Replies 23,372 Views

[quote]Don't worry. I've done this before. Within time they will all turn around. Many of them will be my legionaries. They just don't know it yet.[/quote] Kruelgor, for your achievements in the last few weeks I grant you the honorary title of 'Forum Jester'. Keep up the good work.

24 Replies 45,942 Views

[quote]You're forgetting that the Lasuraks can switch over to Fighters in 96 seconds, and kite with an Antorak during that time. They can switch damage type for free. Calculate again with Fighters against VeryLight and Light armor, and Bombers against everything else.[/quote] Fighters do a whole 2.7% more damage against light armor than Assailants. [quote]again people are forgetting that carriors are best used as a replenishable force As long as you keep them at jump range,

118 Replies 144,639 Views

[quote]Also you're forgetting that bombers and fighters replenish for free, and have longer range, and only flak and abilities can attack them.[/quote] And you are forgetting that missiles and lasers replenish instantly and for free, and they can't be shot down. The strikecrafts are the ordinance; if the carriers are killed they will go down. That the strikecrafts themselves can be killed is only an extra weakness. The extra range (carrier cruiser's only advantage) is not worth

118 Replies 144,639 Views

Cost for cost, compared to Carrier Cruisers with Bombers, Assailants do: 133.5% more damage to light armor 250.3% more damage to medium armor 75.2% more damage to heavy armor 12.5% [b]less[/b] damage to very heavy armor 16.8% more damage to Capital Ships The Assailants also have 18.9% more effective health. It doesn't matter that your carrier cruisers are sitting on the edge of the gravity well, because either: 1. The enemy will rush them in seconds and

118 Replies 144,639 Views

The AI doesn't cheat on the diplomacy front. I have no problem allying with 2 out of 3 AI in a 4 FFA. Even if those two allies are actively at war with each other. If on the other end two AIs made a non-aggression pact with each other, yes, they are most likely both going to attack you because they simply can't attack eachother anymore and have to pick another target: YOU. FFAs are all about diplomacy, if you start a game with unlocked teams and don't aggressively work on AI mis

8 Replies 19,737 Views

[b]Phoebus Balance Mod v1.03.2[/b] [link="https://forums.sinsofasolarempire.com/304431"]Link to v1.03.1[/link] [b]Balance changes:[/b] The Advent "Communal Labor" ability no longer costs extra resources, the ability is now on autocast by default and extra assembly drones will react more quickly to new constructions. All non-terran planetary population techs have been ajusted upward to grant the same absolute population bonus per level. (Per level: 7.5% for terran, 11% for de

4 Replies 5,166 Views

Download link: [link="http://files.filefront.com/Phoebus+Balance+Mod+v1032zip/;9845107;/fileinfo.html"]Phoebus Balance Mod v1.03.2[/link] (The change log is in the reply #1)

4 Replies 5,166 Views

[quote]WOW I can`t believe this. SERIOUSLY Stop hijacking my work please?[/quote] I'm sorry BailKnight, I thought you allowed other modders to use your mod in their mods if they gave proper credits. I'll remove your particle effects from the next version if you want to.

10 Replies 11,197 Views

3. Cielo changes The Cielo Command Cruiser's "Embolden" ability will be changed to a passive AOE weapon cooldown buff. Will switch both abilities so that "Designate Target" is the innate ability and "Embolden" will be the researched ability. "Designate Target" will gain the added ability of crippling target's engine (capital ships will be immune). 4. Subverter changes "Defeat Shields" will be changed to an active aura. (Anti-Micro change) 5. Overseer changes<br/

10 Replies 11,197 Views

Thanks innociv & thecaptain_ps! :) That's a really good idea innociv, adding an integrated mod downloader and manager to ICO would greatly improve the SoaSE community. [HR] Upcoming changes for the next version (v1.03.2): 1. Market changes Seems like I forgot to migrate the market changes to the final v1.03.1. The buy price will fluctuate between 4 and 6 credit per unit (vanilla is between 3 and 4). The sell price can't be significantly increased withou

10 Replies 11,197 Views

Here's the fixed post for the moment, until I can fix the broken OP. [b]Rebalance Mod v1.03.1[/b] The goal of this mod is to improve Sins of a Solar Empire's strategical diversity by improving the diversity of combat units, technologies and abilities, by improving the AI's use of special abilities and by balancing a few overpowered and underpowered abilities. [b]Download link:[/b] [link="http://files.filefront.com/Rebalance+Mod+v1031zip/;9836160;/fileinfo.html

10 Replies 11,197 Views

That will only work if the LRM spamming player is stupid enough to attack the scouts, while scouts are only useful at killing LRMs. If you have an equal amount of resources invested into scouts, the LRM players will just ignore the scouts and kill cap ships, light frigates & buildings, then switch to building everything but LRMs making your army of scouts just as useful as those dead LRMs. If you don't invest into a lot of scouts, the LRM will easily kill the rest of the defense then wit

25 Replies 13,860 Views

[quote]And look at it this way, those flaks don't have a hard counter except heavy cruisers. Light frigs sort of counter them, but flaks have soooo much hp/shields that they still tank well against them.[/quote] Light Frigates are alot better against Flaks than Flaks are against LRMs. And the problem with LRMs isn't that they can't be killed. The problem with LRMs is that while LRMs are very good against everything but planets, the counters to LRMs are both not very effective (t

19 Replies 23,818 Views

[quote]Illums can be good, in close range, the LRM missles spin around your ship a few times before finally getting hit, while illums can get close and the three guns (front and one on each side) will definetly hit. So bring your illums in close range to the LRMs. try something like that, make your illums fly over the LRMs and the back again, they will spend all there time turning around while your side guns take them out.[/quote] Illuminators only deal 75% damage to other LRMs, they are les

12 Replies 17,898 Views