Given that 1 Armor equates to a 5% increase in Hull, we can calculate an 'effective hull', and then add total shields to it to give an approximation of total hit points available. Granted sheilds regenerate at twice the rate that hull does, meaning that shields are more effective, depending largely upon how long it takes to kill a ship. <p class="MsoNormalCxSpFirst" style="background: white; margin: aut
SageWon
Sounds like a valid bug. You probably should have posted this in the Beta Feedback forum - where it will get noticed.
Sorry. Double post
Squiggle, Destroying a superweapon gives 150 xp. You'd get the xp of whatever was destroyed by the superweapon, if ur in that grav well when it hits. (But do superweapons destroy anything, other than planets?)
Again, thanks for all the replies. I did a little more research into my questions, and the following summarizes the responses and my observations: Destroying high level caps gives the most experience points (xp), and from there it pretty much scales by ship tier. Structures also give relatively small xp. Destroying planets does not give xp. Each item's info card will list how much xp is delivered when you hover your cursor over it. Nothing
[quote]You do get exp when bombing a planet - I checked on my egg as it was bombing (well, since it was vassari, actually lasering - I wanted to get it to Lvl 6 for suck ). Anyway, with no other objects in the system, its exp was increasing slightly over time. So unless I missed my fighters killing trade ships I didn't notice, there was some exp from the planet bombing....[/quote] I tested this some more (again). No. You do not get exp when bombing a planet.
[quote]Any information you have found or observations you have made would be greatly appreciated. Thanks![/quote] I can offer these links: The trade route will seek only the longest direct route. The route needs to go somewhere (and not just "spamming" the ajoining planets!). Here's another (better) explanation , with an <a href="http://www.soasewiki.com/index.ph
Those are some cool pics. Can't wait.
Yes, don't spam trade ports. Try to force the trade route to go 'the long way around'. And thru as many UCGW's as possible. The longer the chain, the better. Here's an extreme illustrated example . And a (better) explanation .
Eviliron, Thx. I assume you were so far ahead in Metal & Crystal; because you went out and grabbed all the Neutral extractors. Something that the AI is sorely deficient in doing. Let me guess: you were playing Vasari, and made a bunch of extra scouts at the beginning? Which map? Comparing the two Credits graphs is what exposes the cheat (and the inaccuracy). Its impossible for the leading credit income 'rate' to not eventua
Eviliron, load up that game, and look at the incomes "from" Planet/Asteroids graphs (the 3rd one down, on Credit, Metal & Crystal). They will show a totally different picture, which include the income boosts. And it shows total accumulated income. Infact, if you can, post those pictures here too. The very first readings here are very revealing. The income rate graphs (the 1rst or top ones) DON'T</strong
CrowBar, when I was first playing thru the maps, I also recall having difficulty with that map (and never completed it)! So after reading your post, I went back and tried playing it again, against 2 unlocked random hards. And I won, first try. But maybe I got a little lucky (as well as, being alot more experienced now). My map had lots of neutral extractors. And, I managed to ally with both AI's, as well as, got them to bid against each ot
Single Player games (3 FFA unlocked teams) also no longer end when you defeat one opponent while you have a formal peace treaty with another AI (even if you have 100% Happiness). At least, I think thats how it used to work?!
[quote]I did have a question do you need to destroy all their planets and all the ships to win, or is it all planets and any ship that can colonise? [/quote] Just the planets. And now in 1.1, when the host quits, the game migrates to a new host, and continues. It doesn't end. I'lle finally weigh in here. A big unseen factor was the freinds outside the game begging them to hurry up. And anytime anyone asks you to quit before you've even battl
Advent's biggest economic advantage is the use of the Progenitor Mothership's colonize ability that reduces upgrade costs significantly. Since these population ('infrastructure') upgrades are so expenseive, it alone can give Advent an economic advantage over any race!
[quote]I would like to see is an option to explore the universe a la Age of Empires. It would be good to easily look around and see what remains of your enemies, and what remains unexplored.[/quote] You sorta can already! Just hit 'Keep Playing' on the win screen. But that doesn't show everything. The next best thing is to: Save just before you are going to win. Then 'Surrender' and 'Keep Playing', and you can see everything, including "what remains of your e
[quote]Was this changed with 1.1[/quote] I don't think so. It was also one of my favorites. I compared it to my old drawn map, and its essentially the same! But, note that each time you start a new map, the resource (and artifact) distribution changes! Including some slightly different planet types. Tip: To quickly view an entire map, Surrender then Keep Playing, and all will be instantly revealed. Try this with a few new games to see the di
Thanks for the replies. Some great info. [quote]apparently killing a planet gives 400[/quote] I tested killing planets for experience points, and never got any! Maybe its a bug!? Anyone else have insights?
In other words, whats the best/fastest way to level up Capital ships? I know that as you clear planets for colonization, you gain experience and slowly level up. I often buy the next level (at a reduced cost) before I jump to the next world, to help speed it up. But later on, as I battle opponents, my leveling up seems to stall out. 1. Does destroying anything other than ships give experience? (ie: planets or structures, either logistical or tactical)?&nbs
[quote]I can confirm this problem.[/quote] It occured to me that this could be the result of the host quitting, and the game migrating to a new host! I believe that was the case in my example. (PS. I agree 100% with Shadowhal, above. People could just run colony ships round & round the system, even when there's nothing left to colonize).
[quote]just start out with some ships, and go fight.[/quote] There are already a couple maps that might fit this description. "Balance of Power" starts with multiple ships: HCs, LRFs, Light Frigs, Scouts, and a colony ship. As well as 2 military labs, and defense structures. Along with 800 starting crystal! This small 12 planet map allows a 3 player FFA. "Quickstrike" starts with light frigates, 1 military lab, several defense st
I think I saw this mentioned earlier, but now I can't find it. Replays aren't showing the same game sequence as what actually occured. Replays of online multiplayer games are replaying a totally different game, and it varies each time you watch the replay (but chat seems to be unnaffected). In 1.096 , I believe they generally worked OK. But I now think that one desync replay that I posted earlier, included a replay
I can confirm this problem. If you start a 2v2, and one opponent leaves/quits, and the remaining player refuses to quit, to get the win, you need to wipe out both the remaining player and every planet that the AI took over. Even if you first wipe out the second opponent. It's like defeating 3 opponents instead of 2! It gets worse with more players, and larger maps.
[quote]I tried Gauss Rail Gun, but it seem like waste of mana[/quote] People seem to get that impression, because its an instant 300/550/800 damage (depending upon level, reduced by sheild mitigation), and it only has a 6 second cooldown! So its easy to exhaust your mana in 12 seconds! Especially after jumping into a system, already reduced mana by 100. The gun's usage of 75 Antimatter is not out of line, compared to other ships abilities. In fact, Flak
[quote]But is the AI as challenging? I remember destroying any opposition without much difficulty on normal settings, and even hard settings was doable, now I get my ass kicked all the time on hard. In other words, are you saying that the only difference between normal, hard and unfair is the credit they receive from their planets? No difference in AI coding?[/quote] I also find the 1.1 AI to be more challenging (especially on hard & unfair). Partly, because