Diplomatic Victory works by accumulating Diplomacy Points until you reach a certain amount to claim victory. This amount varies depending on the number of initial players. You can accrue Diplomacy Points over time by maintaining an overall positive relationship with other players, and lose them over time by having an overall negative relationship with other players. Points cannot be accrued from dead players, even though you can still get 10 relationship through military actions with
InfiniteVoid
It's the Advent tech Karmic Retribution. Tier 5, requires Trade Ports to have been researched, applies 100/200 bounty to any empire that kills the trade ship (can be further increased by the Persuasive Offers tech). AI will research this regardless of whether Pirates are active or not.
Is there a Starbase somewhere in the gravity well? If so, that could be what's chewing up your fleet - the AI will almost always upgrade only weapons and defense (strike craft as well if those are maxed and slots are left over), and such a SB is not the kind you want to go toe-to-toe with.
[quote who="master1a" reply="17" id="2889220"]TEC fighters use the gauss weapon type.[/quote] Autocannons, actually. The same ones on the Kodiak, Garda, and most of their capitals.
For the Vasari in particular, any labs that are using Phasic Barrier behave as if they weren't there (that is, if you have 8 labs and one of them uses Phasic Barrier, it is as if you have 7 labs until the 8th lab phases back in).
[quote who="psychoak" reply="6" id="2888080"]There's an archive option in Impulse specifically for creating a backup...[/quote] Said archive option also allows you to keep old versions of your games, particularly good to play mods that are built for older versions, but have become invalidated by updates.
The problem with the Kol is getting it to level six without it being shredded beforehand by focus-fire LRMs. Lower level Kols will very rapidly run out of antimatter and will become an overly expensive brick with poor DPS (on a cost for damage basis). Capital SC squadrons are also built for free, and can be constantly rebuilt (probably faster than Flak Burst can kill them).
Platform loyalty, IMO, is a really bad reason to not get Sins. Nobody said you HAD to start using Impulse all the time - I only use Impulse to keep Sins up-to-date and it has been so far been mostly unobtrusive (only one window shows up at the bottom right corner each time I start up my computer. Impulse will allow for offline play, does not force you to update your games (it even gives you the option to archive old versions before updating), and if you really don't want it, download
Someone managed to break the game... pretty badly too, given that the Black Market's displayed prices are the smallest integer a signed 32-bit int can represent. You don't happen to be trying to hack the game, are you?
Advent beams are a brighter blue and remain visible longer than the pulse beams from a charged Phase Missile. They are actual weapons fire, not an ability effect.
Wormhole use is also less easily detectable - the first warning you get that an enemy is using a wormhole is their ships showing up on the other side. Interstellar phase jumps, however, can be detected with enough research.
You might be suffering from a poor first capital ship choice. The two currently favoured capitals are the Colonizers (Akkan, Progenitor, or Jarrasul) and the Carriers (Sova, Halcyon, Skirantra). Carrier starts are more favoured to aggressive tactics since you don't even have to allow the capital into weapons range to have its presence felt. Colonizer starts (obviously) are favoured towards rapid expansion as you are not constrained to the antimatter reserves and regeneration rates of
Phase Stabilizer Nodes work only for the empire that created them - not even their allies can use them, for better or for worse. Particularly, if you execute a phase jump from one node to another node and your destination node is removed (either through the Phase Stabilizer generating it being destroyed or the duration for an ability expired), any ships that already started the jump will continue on. Other ships will have to use an alternate route unless you re-establish the
[quote who="JesusOnEez" reply="5" id="2870511"]I'm playing Diplo which I believe is the newest version..[/quote] On the bottom right of the screen, you can find the version number (Diplo 1.011 is the most recent version). In particular, if you are playing Diplomacy 1.00, there is a bug with Illuminators that lets them do triple their listed damage (which was fixed for 1.01).
You'll need at least two levels of upgrade anyway to avoid the underdevelopment tax.
Population probably only refers to permanent residents. There may be workers that move on and off planet periodically. Really, you pay too much attention to things that don't affect gameplay. You also ask for our opinions, but never offer your own.
What Thomusin suggests will often cause those two AIs to bid against each other. That, of course, doesn't guarantee they'll ignore you.
The research subject you're looking for is the Charged Missiles ability. Requisite research is both the Kanrak and the Junsurak, the subject itself is Tier 4 Military. It's effects on the Sentinel are the same as those on the Assailant - when it hits a target, other nearby targets will get hit by pulse beams originating from the first target. It's one way to enable the Sentinel to damage multiple targets with each phase missile it launches.
Sins version would also help (Vanilla/Entrenchment/Diplo - Trinity is simply all of them in one package, maybe version number). If it's the Diplo Pirates we're talking about, they can be very brutal if they choose the wrong (or right?) upgrades. Entrenchment/Vanilla Pirates can be held off with the right mix of static defenses. If you need more fleet supply (the initial supply is 100), you need to research more in the Fleet Logistics tab of the Research window. Logistics research does
Trying to go Econ with the Advent is quite difficult, as their Trade Port is Harmony Tier 3 and have no upgrades to the trade ships themselves (aside from Karmic Retribution, which is of marginal value). Resource upgrades are also one Tier higher than the Traders (Harmony 2 for Metal, 3 for Crystal), and the best economic aid for the Advent aside from the Trade Port research subject would be Allure of the Unity. The problem with AotU is that it's Harmony 8 - a very la
Any chance the Subverters are also using their Distortion Field ability? That can really ruin your day - one of them can lock down a lot of your frigates (especially if they're bunched up together) for 20 seconds. Nineteen Subverters managed carefully have a total disabling time of 380 seconds (which is a lot of lost firepower and ability usage, needless to say). If your Dunovs have EMP Bomb, use one on a cluster of Subverters - Distortion Field costs a lot of a Subverter's ant
Auto-record begins when you start or load a game and ends when you quit. So if you save the game, exit Sins, then load that game back up again, there will be at least 2 auto-recordings - the one from the start to the point where you quit and another from the point you loaded it again.
Usually one particular ship takes enough damage so that all the Overseers attempt to cast RNA on it, ending up in several wasted casts on that one ship.
Illuminat ors are intended mostly for killing light frigates. A recent patch that fixed bugged damage coming from them ended up turning them into the weakest LRF in Sins (the bug tripled their damage, making Illuminator rushes frequent up until that fix). I don't remember what version it was fixed for, so if it is patched, Illums aren't so good. If it isn't patched for Diplo 1.0, then the Advent player can go Illuminator-heavy. TEC is a good rush faction, but will hav
Partial solution to that is to order the Envoy to move to the planet itself (as in right click the planet).