Arthanis

Arthanis

Joined Member # 3808346
4 Posts 233 Replies 691 Reputation

Some Questions: 1. Are you planning any update based on Sins Optimization Project? Are you going to improve mod performance using SOP experience? 2. Are there any page where I can see all detailed changes between core Diplomacy and Distant Stars mod? (like exact units stats, not just "xxx buffed"). Are there any way to extract this data from mod without major modding skills? (I wish I could compare Diplomacy and DS unit stats by stats...) 3. New planets/bonuses: are th

8,423 Replies 15,683,032 Views

Back after ~year. Maybe we are going to get another game update, so reactivating this thread may be helpful. Any updates needed?

212 Replies 457,106 Views

I definitely prefer something like: Armor: 1.0 HP: 0.1 Regen: 0.2 Weapon damage: 0.05 Weapon range: 0.025 (ok) weapon cooldown: 0.01 As far as I know pirates can upgrade up to 20 (!!!) times which mean: - 20 Extra armor - 200% more health - 4 hp/s regen - 100% more damage - 50% more weapon range - 20% better weapon cooldown Imo it is enough - they are j

2 Replies 3,705 Views

There are many other differences. Each weapon has "damage type" (anti- light, anti-heavy etc.), each ship class have different armor too (light, heavy etc). Real damage done to ship type is based on damage type - armor type interaction (of course there also exist other things reducing damage like general armor, shield mitigation etc). More details here: https://forums.sinsofasolarempire.com/177682

2 Replies 9,006 Views

[quote]Imagine a map with 1000's of planets, with no slowdown (ok, maybe a little[e digicons]:P[/e] )[/quote] How are you gong to control empire of 1000 planets? In custom scenarios I have problems with even 100+ planets under my control... If SoaSA 2 is going to improve game depth in every aspect, I see no way to control such big empire (unless devs add tons of automatization)...

13 Replies 24,661 Views

So what about: Telekinetic Push: - cooldown increased to 15s (from 10s) - Antimatter cost increased to 120 (from 90) AM/s cost is slightly lower, but colldown in increased by 50%. Yes, it is expensive, byt Halcion has 2 passive Abilities...

212 Replies 457,106 Views

ATM it is: Enemy send Bombers => Build fighters Enemy send assault cruisers => Build fighters. So Fighters are omni counter to anti-structure units. It is bad for tactical diversity... I agree with: Enemy send Bombers => Build fighters Enemy send assault cruisers => Build bombers Much better. If enemy has tons of fighters, you can still surprise him. Diversity wins.

913 Replies 1,706,525 Views

SOMETHING MUST BE DONE. I made 100 planets scenario with 4 Pirate bases (before running Diplomacy) and everything I do now is: 1. Hire Pirates 2. Colonize destroyed world 3. Loose another planet due to pirate raid 4. Recolonize it Pirates are far stronger then coalition of mixed enemy empires.What is the point of playing the game? Building Empire and conquering galaxy OR Hiring/evading pirates all the time???

71 Replies 185,536 Views

[quote]By allowing everyone to train high level caps, you are going to nerf Advent, give one less reason to play Advent, and make races less unique.[/quote] - This buff affect Advent ship too - I gave Advent Mass Transcendence ame buff allowing it to reach 5th level Personally I think Advent benefit these buffs more then other factions... Another idea: Telekinetic Push: - cooldown incre

212 Replies 457,106 Views

1. Don't forget how expensive buying levels for caps is. Leveling cap to level 5 will cost you more then second cap... 2. Because of cost it will be useful only during lategame WHEN NEWLY CONSTRUCTED CAPS RARE. It will add more diversity. 3. This "easy enabling 6 level" still require hardcore capship leveling. Smart player will not send his fleet on death. 4. These "maxed murderous abilities" will be good reason of building caps even during lategame. It is one of reaso

212 Replies 457,106 Views

Update: Repair cloud. Idea 1: All we know newly build caps are relatively less ueful during lategame... What if we could train them more? - Caps max trainable level increased to 4 (from 3) - Caps max trainable level after upgrade increased to 5 (from 4) Idea 2: As we know Power surge give relatively low bonus to ship damage. What abourt slight buff? - Power Surge: weapons cooldo

212 Replies 457,106 Views

Pirate ships should never hit 3-4k health, no matter how long I play the game. They are damn pirates. If I spent tons of money to build fully upgraded starbase + tons defenses in selected system, this sytem is supossed to be safe from pirate attack. Forcing me to send my entire fleet to save this system, and letting me loose half of this armada + SB + amost all defenses during pirate "raid" is not funny. I want to be able to focus on war against other empires, not on evading/countering/

71 Replies 185,536 Views

[quote]Wow that is a big pirate fleet! I just played a 6 hour diplomacy game against cruel AI's and the pirate fleets never got that large. I usually kill the pirates when they invade my gravity well. I'm assuming you or the AI let the fleet return to the pirate base adding to their numbers?[/quote] It was custom scenario with 4 pirate bases total (i had so many artifacts for a reason), and game took ~5 hours. Anyway, I had ~120 ships including 10 capships and

71 Replies 185,536 Views

It was ~100 ships total (all pirate types) in 2 groups (~50 ships each) in different parts of gravity well - And Kodiaks weren't at their 5k level. There were also ~20 Gauss platforms (~7k each), but I was not attacking them. First Group was enough to destroy my forces, second group changed nothing. Note I was waiting for pirate raid to lure most of pirate forces to attack "unprotected" pirate base...

71 Replies 185,536 Views