There are only two tiers of Planet Exploration, hence 50% and 100%. I believe at 50% exploration you find planet bonuses like Megafauna, Penal Colony, Space Ponies, ect. At 100% you find artifacts. Artifacts give your whole empire a bonus. The Kenetic Intensifier increases all weapon damage by 12%. Resiliant Metaloids increase hull points and hull regeneration by a certain amount. When you find an artifact, go to the research window, and it is the third tab, right above Fleet
Cataclysm2000
[quote who="SageWon" reply="12" id="1899238"]I think a battle between the two would be a toss-up. While the Space Egg would have more fire power, the Kortul would have more shields (1275 vs 1425) and better shield regen (3 vs 3x1.75 = 5.25 at times). It would be interesting to hear how they would match up in a 2 player LAN game. Since 1 armor equates to a 5% boost in hull, they both would have equivalent hull: 3.5x5%=1.175x2650 = 3290 Space Egg &n
I know why. I was just asking anyone who had the beta to try and set up a game.
Sins has never had much of an online community. Only around 100 people were ever online when I had v1.05, and now there are often less than 10! If you have the beta patch and want to set up a game online send me a PM.
[quote who="WJC3688" reply="7" id="1898401"] UJC, you forgot to include the +25% rate of fire increase and bomber damage in your calculations to the Kortul's DPS. A level 1 Kortul cannot field strikecraft. I did not forget to include Power Surge; the DPS was adjusted accordingly. Note that +25% attack speed increase does NOT equal 25% more damage, its actually slightly more. Exactly how is it "slightly more?" At low levels a Space Egg wil
Whats the deal with this? It seems just amazingly useless. So you can shoot a planet from 30% farther away? Its not like the planet is going anywhere. You might get off two salvos before an un upgraded siege ship can make it into range, whoop de doo. Is there something im missing here or is this upgrade just gimped?
[quote who="ManSh00ter" reply="24" id="1898271"]Why not then just launch big missiles... they would be even smaller and even harder to detect. Or better yet, why not fire a big laser at your big ship and melt it? And while we are speaking of lasers, since they don't need bulky ammunition, they can be fitted on fast-turning turrets and deliver point defense of such precision no amount of dodging would help a fighter... they'd simply get sliced in half. That includes missiles. In fact, US milit
They compliment eachother. A Kortul will beat a Space Egg at higher levels, since its damage is augmented by Power Surge and Volatile Nanites. UJC, you forgot to include the +25% rate of fire increase and bomber damage in your calculations to the Kortul's DPS. Note that +25% attack speed increase does NOT equal 25% more damage, its actually slightly more. At low levels a Space Egg will win, of course.
Pinpoint Bombardment is useless. Just my $0.02
Volitile Nanites (Kortul) + Phase Missile Swarm (Vulkoras) = amazing combo MRDred, Phase Missile Swarm targets random ships in range as far as I know. I dont think Ive ever seen all 7 salvos of Phase Missiles hit the same target. Your starting cap should be the Space Egg. Any caps thereafter should be Carriers, Kortul Devastators, and Vulkoras (SP?) Desolators, preferably in that order. Carriers are without a doubt the best support caps in the game, espically when used in pair
Why do TEC get repair bays that are 267% better than Advent or Vasari repair bays? 40 hull per second? Thats astounding! I can understand why Vasari bays might be gimped (Repair Cloud ability from the carrier = mobile repair bay for everthing in range) but AFAIK the Advent really get shafted here. When a phase missile phases, it not only ignores shield mitigation and shields but does it also ignore armor?
Im having a different problem, I saved my .galaxy file to the proper location and after updating to the beta I cant find it in game!
Sins crashes when I try to load this mod when running the beta patch. Will this mod be unable to run in 1.1? If so, will it be updated? Its an essential piece of coding to play sins with...
No more abilities or races. Seriously. Any of you ever played Guild Wars? It was a great game, until three expantions later, each adding a new profession, their skills and several skills to the already-established professions. The result was terrible, horrible, wretched balancing issues because of skill combos that worked TOO WELL. The fix was to nerf every single half-useful skill in the game. +24 armor for 12 seconds? Cool. +24 armor for 12 seconds or until you are hit 4 times? Useless, you
[quote who="screwballl" reply="3" id="1880420"] Quoting Advalary, reply 2I meant vasari, the vasari use their scouts to capture the extractors yep I found this out the hard way... took 2 days for me to figure that out... kind of a pain of you ask me, scouts are for scouting, navigators are for capturing... would also be nice to allow the colonizing cap ships the ability to do it as well.[/quote] Its better this way. Colonly Frigates are weak and slow. At le
What exactly is the difference? The Phase Missile Swarm does a lot more damage to several targets. Does the Missile Barrage attack EVERYONE in the radius? I see nothing to suggest otherwise, but nothing to suggest so, either!
[quote who="Howdidudothat" reply="20" id="1888199"]@Badfish: 37 LRMs also cost less and have less fleet supply than 18 kodiaaks and 10 robo's, so what's your point? If your enemy was smart, he would have retreated and built a better force, hopefully with bombers to help. Honestly, you guys need to come online and play against us. We'll show you how to really play Sins. Oh, and you can send all the cobalts against me you want, it w
Vasari dominate. Assailants are a tier one tech, letting you mop the floor with your enemies in the early game, Skarovas Enforcers have more shields and hull combined than any other heavy cruiser AND they do more damage than any other heavy cruiser making them a force to be reckoned with late in the game. Lets not forget the Distortion Field used by Subverters to shut down not just one but several enemies within range for a good amount of time. Phasic Transmissions also grant you an extra 18%
I just thought of something, does Atomic Lattice Armor for the Vasari (Armor 4.5>5, Mass -4%>-8%) make your Strike Craft and Capital Ships move faster since it decreases mass?
I assume we're talking about multiplayer because I fail to understand why you would build anything else besides HC's, Carriers, and support cruisers late game against the AI. Ive never been beaten with fleets of 100+ HC, 60+ carriers, and 30-40+ support cruisers. That might be because of my Vasari invulnerability hacks (repair cloud) though.
[quote who="Jetheren" reply="6" id="1887585"]Added Note: If we have to discuss the physics of space then let me set ground rules. Here is the only rule. 1. The Internet is out of bounds, no searching Physics sights or Wikipedia. Only your own knowledge. (I just realized how hard that rule is going to be to enforce. Here is a quick fact I did learn in a Physics class back in high school. (not to prove any points just FYI) 1. Objects in space
Does it work if you send in a lone Akkan and use Armistace on his forces, then send in a fleet to destroy them or does it wear off if they take damage?
Good to know! Nothing irks me more than an Advent AI (Its always an Advent AI) who spams caps. Sure, 12 capital ships might seem imposing on paper, but none ever are past level 4 and provide nothing more thana small distraction for my six or so level 8-10 caps.
Its not as clear cut as upgrading weapons. The cost of upgrading Wave Cannons to +30% damage for the Vasari, for example, is less than the cost of building up your fleet to include 30% more ships. I usually wait until I max out my supply points and I upgrade my shields, armor, or hull before researching the next tier. I upgrade weapons whenever I want, usually as soon as I can.
Disabling all oribital buildings for three minutes is nothing to scoff at. For three minutes your enemy will not be able to get resource income from that planet (IDK about tax income), build new ships, research the same levels of techs (since his labs are effectivley "dead"), get trade income, refinery income, or spread culture. My buddy likes to play as Advent and masses culture centers on border worlds, a quick shot from the Kostura disables them and allows my cap ships to leave my