N3rull

N3rull

Joined Member # 3360631
27 Posts 995 Replies 2,274 Reputation

[quote]Reverie might be useful for halting a Level 6 Marza's missile barrage but that's about it I think. [/quote] You're asking for ass whoopin' dude. Reverie on level 3 can keep one enemy cap helpless FOREVER, or up to 3 caps for 3 or more minutes, depending on whether you have a bare lvl5 revelation or some AM upgrades/Lf sucking AM off the enemy etc. Even on level one, this ability can keep one cap frozen continuously for a long time. This means you can: <

14 Replies 15,031 Views

I believe that many of the OPs suggestions can't take place. - Focusing on smaller number of ships is in direct contradiction with what devs wanted the game to be. They did not want a tactical strategy game like DoW or CoH, where you have a handful of units and losing one worker might cost you the whole match. They wanted a huge game with thousands of units battling over massive star systems. Unless they change their minds (like SupCom's developers did, somewhat, with S

22 Replies 39,600 Views

There is no fix that I know of. Once you tell the ship to do something it will execute the orders and then it will wait for a very long time before the AI takes it over again. Generally, it is a bad idea to do what you did during the game, to check on what the AI did. Far better way to check what the AI did is to SAVE A REPLAY and watch it :) PS. What you did, however, is the best way to set up fights - for example, you want to test 30 assailants vs 20 illums with certain upgr

1 Replies 1,369 Views

[quote]1. When an AI player has a relation good enough towards me to offer a pact while my relation level towards him is lower, he makes his offer but once I accept it immediately recall the pact. It's a small glitch but it may worth to correct it in the future.[/quote] Also, when you start a game with open teams, AIs sometimes immediately revoke planet vision. [quote]2. Has "AI relationship bonus" factor gone? I find that it is now always 0.[/quote]Aye, never seen this row wi

2 Replies 3,175 Views

The pacts are SICKLY POWERFUL, at least some of them! The most awesome include, but are not limited to TEC's supply pact, Advent's shield pact (90% shield mitigation caps pl0xty), Vasari structure pact (+25% health to everything, almost like doing the whole hull upgrade research line all at once). If you're in econ spot and you have a Vasari ally, I strongly suggest you convince him into sending a few envoys to you with their (tier 4?) Mutual Threat ab

3 Replies 2,485 Views

You're wrong in a number of ways and searching the forums would grant an answer. my post about it from hell knows how long ago: https://forums.sinsofasolarempire.com/329828 The core point is: shield mitigation. High level caps have up to 75% shield mitigation and Advent can have even more with pacts and in their own culture. Phase missiles bypass shields and shield mitigation as well, meaning that a missile that deals 100

4 Replies 7,447 Views

please elaborate - you plug in your USB headset to a USB port, you unplug your speakers and nothing happens?

4 Replies 1,688 Views

[quote]the reverie is great against the fearsome kortuls (probably only surpassed by the detonate antimatter of a radiance or EMP charge of a dunov) [/quote]No, you're wrong. The reverie is great - PERIOD. A single Revelation with Reverie is capable of keeping two or even three capital ships permanently out of the fight while you deal with their support fleets. Unlike a Marauder, which has to recast the POH after the target is back online (which gives the target a split seco

22 Replies 13,833 Views

As carbon said, Impulse ain't so bad. At least it doesn't require you to actually have impulse ON if you want to play the game, unlike Steam.

8 Replies 16,445 Views

Let's not spread a deletophobia shall we? Every program deletes some files during the time it's active. Installers delete temporary files, Uninstallers delete a lot, most games can delete your saved games if you tell'em to. Word deletes your document when you close it (it is kept in a hidden temp file, deleted upon program shutdown) unless you save it. I know I wouldn't mind if the next patch replaced "you mesh file differ" with: [quote]Ooops! Sorry, but your mesh files differ

20 Replies 33,811 Views

[quote]I never have seen a game like sins (f.e. warcraft3 , c&c) where the game dont slow down with so many units. Its just not possible to get it runninng with just one core.[/quote]That's an illegal comparison. In warcraft 3 battles are regularly fought with 5-30 units per side and only sometimes a slaughterfest with 50 units per side may occur. SoaSE is in fact designed to feature huge 150+ unit fleets all bangin' at each other and very often more than two at once.

14 Replies 12,475 Views

My rough estimates say that this trick works (assuming you manage to crash the market from the 500s) if you have to buy about 2300 crystal. But hey, it's a trick :P.

25 Replies 24,196 Views

I didn't see it here, but there is a helpful trick to using black market. You know that when you sell a lot of something very fast, the market crashes? Prices go down from ~500 to ~400. You can use this to buy a crapload of something cheaper. For instance, you have 1500 crystal floating but you are going to need a LOT more. The price is currently 505. You might SELL the 1500 crystal all at once first - this will crash the market and drop the prices to ~400. Then buy as much as yo

25 Replies 24,196 Views

[quote]I have an even better idea--how about releasing a new patch to definitively and permanently fix this problem?[/quote] I can already see the whining - "whaaat, you invalidated my saved games AGAIN because some noobs can't search the forums??!!1111 What do I care that they can't play online, I like owning easy AIzzz and you just screwed my perfect 243232 hour game!!! :[[[["

20 Replies 33,811 Views

the most enjoyable way to begin your adventure with SOASE is to start with a 5 player game, a 2v3 with you&two allied AIs against two other AIs. Set all AIs to normal or hard (either way, you shouldn't be getting too much attention). Lock the teams. If you have entrenchment, research the starbases and plant one or two in chokepoint locations (remember to upgrade them - 2 offensive + 3 defensive with repair bay support ought to take out any early-to-mid game invasion). If you're no

7 Replies 20,235 Views

I think that the guys at IC would actually break their fingers if they were to implement your changes. Sure it sounds easy to say "make them retreat sooner" but coding the thing is a wholly different story (IF you don't want the "flighty AI of old"). I also think that sieging is not THAT bad. Yes, the AI still doesn't know when to retreat from starbases, but I have repeatedly seen a TEC AI knock at my starbase with an unprepared skirmish force once or twice and then com

33 Replies 26,581 Views

[quote]And once you knew the ai quiet easy to exploit. You could hold of plenty of enemies by killing only a few ships.[/quote]Not quite, because soon the AI's started invading with 1300+ fleet point armadas (since they lost nothing cause they retreated from every doubtful fight). To scare this shit away you needed a 1300 supply fleet of your own - in which case only Vasari could manage to defend against more than one such AI (because if you haven't got phase stabilizers, you cannot

33 Replies 26,581 Views

Hmm.. maybe it's that you're using some funny options? Try default fleet sizes/speeds and Hard+ AI, it should be fine. EDIT. Better yet, please write what settings you were using EXACTLY so that we can check if we get the same issues. If we do, then it's a bug that can be reproduced and it would be so much easier for IC to fix!

5 Replies 2,980 Views

I disagree with the surrendering behaviour complaint (to some extent at least). You say, Darvin, that the AI should ragequit as soon as it's "basically screwed". But what of ALLIES? I've seen mp games where a suicide-positioned player survived for hours to actually see his team win even though he was long left with one planet, a starbase and a handful of repair bays. Would it be in any way sensible of him to ragequit as soon as three enemy fleets came knocking on his h

33 Replies 26,581 Views

In my current game there are 3 Vasari AIs and I haven't seen this happening either.

5 Replies 2,980 Views

I didn't notice a thread about these issues in the first pages and I didn't want to necro an older one, so here goes a fresh list: 1. Military Actions. These should not be permanent. When I manage to make an AI angry with me for fighting over neutral planets a couple of times or smacking his ally once or twice, after which I get -10 military actions penalty towards him, there is no way on earth to recover from tha

1 Replies 5,110 Views