Have you tried 1. Running the file in administrator mode (or, if you already run it as an administrator, as a normal user), then switching the settings? 2. Changing the settings in original Sins or Entrenchment, making sure the settings saved, then starting Diplomacy?
with_an_e
1. Install the game on the desktop and the laptop (it doesn't matter if the laptop can run it). 2. Install Impulse on the laptop. Register an Impulse account and associate your Sins key with that account. 3. Update Sins to the latest version using Impulse on the laptop. 4. Archive the game by right clicking on the game under the My Games tab in Impulse. Save the archive to some portable medium. 5. Install Impulse on the desktop and restore the archi
I like the fact that you used Dune II instead of the better known Age of Empires games, which admittedly would also make good examples for the Dune II type of differentiation. However, Dune II and Starcraft really exemplify two extremes of how to differentiate the factions. Dune II has essentially the same units with a few house specials, while Starcraft the races behave very differently and have essentially no corresponding units or structures. There are, however, a spectru
[quote who="USAF713" reply="43" id="2432443"]Of course, there are capital ships just not cut out for one on one combat (Rapture, Dunov, Antorak, Mothership, Akkan, and Revelation .), and then...the "Egg."[/quote] An unupgraded L10 Revelation can regenerate 50 AM in 28 seconds, and L3 Reverie only costs 50 AM. L3 Reverie allows 400 damage before wearing off. Thus, the Revelation can do just above 14 dps and keep the enemy capital ship in Reverie indefinitely
He's using them to swim around the enemy fleet. Because the flak damage is oriented all around the vessel, they can continuously fire, while the enemy ships can only fire if they are oriented in the right direction. I've no idea how well this works, as the tactic is too micro-intensive for me, but I don't see a reason why it wouldn't work against the classic illum+guardian (no repulse)+flak fleet. However, with 1.04, it seems a relatively small group of LFs would counter bot
Advent, because the guardians and progen drastically reduces my casualty rate compared with the other races.
The mitigation growth routine seems to just take a damage number fed from another routine. Presumably, the other routine takes care of the total damage, so we don't need to account for the damage type. It seems that shieldDamage the total damage is separated into hull damage and shield damage in the shield mitigation routine, and shield mitigation growth depends only on the damage done to the shields, not total damage. That would suggest
Did you add the item to your cart in Impulse to see what price you'll be paying? I believe the game price is not constant across all regions, and Impulse automatically adjusts the price you pay according to where you are. When I tried to buy the game electronically in China, the cart price was around ¥120, which is only $15, half the price of the game in the U.S., and I don't think the game was on sale at the time. Granted, a bundle in your region would probably translate in
Actually, I would predict that removing mitigation would put vasari at the greatest disadvantage. Shield mitigation applies equally to damage done to shields and to hull. Removing it will make both shields and hull deplete at a faster rate. The only advantages Advent would lose are 1. a late game research that increases their max shield mitigation by 4%, which is about a 10% damage reduction for frigates and structures and around 12% for capital ships. 2. marginally total sh
This topic makes me wonder whether it's a better idea to get the Revelation instead of the Radiance to take the Kortul out of the fight without actually having to kill it.
The shield mitigation factor is not entirely academic. If we assume that shield mitigation decreases 1.25% constantly to a minimum of 15%, and every 10 damage increases mitigation by 1%, then it will take 4 illuminator side beams to raise the mitigation of a target. On the other hand, JJ's test suggests that 2 side beams will raise the shield mitigation of a target. While it is not possible to micromanage the target of illuminator side beams, it is possible to macromanage th
[quote who="Astax" reply="32" id="2398423"]I think the missing factor may be that illuminator damage is frontloaded, while assailants is backloaded. I think the frontloaded damage deals damaged based on initial shield mitigation, not accounting for the shield mitigation rise resulting from current shot. While backlaoded does damage based on the mitigation including the damage from current shot.[/quote] That is possible and certainly would benefitilluminators. However, I calculat
[quote who="Pbhead" reply="9" id="2397895"](in other words... reduce the damage by 5%, and THEN do the shield mitigation up by 10 damage, down by 1.25% thing. or... mabye armor does not apply while the shields are still up? would make more sence...[/quote] They each have 2 armor, which is a armor reduction factor of 1/(1+2*0.05)=1/1.1=0.909090... round to 0.909*78=70.9 damage per shot, or 7.09 shield mitigation per shot. That would be less than the 6*1.25=7.5 shield m
The previous thread is found here: https://forums.sinsofasolarempire.com/365992 Amish's spreadsheet takes into account shield regen, hull repair, armor, and shield mitigation. I found it hard to play with, because it appears to be hand calculated, but maybe it's just because OO Calc can't open the file correctly. I don't think JJ posted his spreadsheet yet, but his post seem to indicate that it was the case. Not sure what the conclusions are exactly, but he
[quote who="unitedsystems" reply="329" id="2396986"]1.Does this mean that the col ability 1 grants 1 resource extractor, lvl2 grants 2, etc.[/quote] That is exactly what it means, provided that there are that many free asteroids in the planet, i.e. not occupied by enemy extractors and not exceeding the number of asteroids by the planet). [quote]2. Also the resource extraction increase- is this just for the initial colonization or does this continue as long as the colony was
The following spreadsheet is based on the following assumptions 1. Armor reduction is ignored. 2. Shield mitigation change is based on the damage before damage is reduced by shield mitigation. 3. No upgrades, so repair and regen rate of 1/s and the damage numbers given in the OP. Hull repair is applied after damage has exceeded shield value, which is given in the following post: https://forums.sinsofasolarempire.com/177682 4. Damage f
X drone hosts X illuminators X/2defense vessels x/2 guardians x/4 subjugators Capital ships are built in the order progen, halcyon, radiance, rapture, revelation, progen. I keep the ships in a tight formation and use the illuminators as escorts for the drone hosts more so than using them as the mainstay of my fleet.
Unless specifically stated otherwise, this post assumes that frigates excludes anti-structure frigates and carriers. [quote who="Darvin3" reply="226" id="2389799"]While safety override is far more destructive, the Advent starbase can use its area of effect ability and remain standing, so they're two very different abilities that both fall under the broad category of "uncapped area of effect damage".[/quote] The category is only useful for noting how an ability scales with incr
[quote who="Darvin3" reply="214" id="2389276"]The Orkulus lacks any offensive special abilities (particularly in the nature of safety override and meteor control) that the other starbases have. This means that no matter how heavily upgraded it is, you can take it head on with sufficient force. The problem relates specifically to offensive starbasing as Vasari.[/quote] Only the Argonev can destroy an indefinitely large frigate force that does not include anti-structure ship
You can collapse the individual (non-capital) ships into groups of up to 10 on the empire tree by click on the buttom to the right of the search button. You will still get empire tree jumping, but the amount of jumping is drastically reduced compared to a fully expanded fleet list. I see in the change log that ships under Reverie can be attacked now, but I recall that this is already the case.
The history I posted was copied and pasted from the entry for the Aeon Illuminate on the Supreme Commander Wiki then spliced wit the second contact with the Trade Order mentioned for the Advent in sins. I included a link to the article in the post but changed the color to black so as not to be too obvious. Because the link is folded into text, it didn't show when quoted. I got the games very closely in time, and it struck me how similar the Aeon and the Advent are (psychic c
The download is not yet available, but it's expected to be some time next week (https://forums.sinsofasolarempire.com/364878/get;2383177). Unless labeled Entrenchment only, the changes are for both original and Entrenchment. About RubicantX's concern: If Stardock doesn't want to defeat their digital support for legitimate license scheme by making Entrenchment and Diplomacy available as hard copies, perhaps selling redemption cards with keys available in stores would be a v
During humanity’s second great expansion into galactic space, Commander John Carter of the Trade Order led a group of scientists and colonists to Antares II, a planet approximately five times the size of Earth. Here, for the first time, humanity encountered intelligent alien life. Commander Carter, following previously untested protocol for dealing with intelligent alien species, quarantined the planet and refused to establish communications so as not to reveal Earth’s position.</
[quote who="InfiniteVoid" reply="2" id="2380132"]However, players with powerful economies will inevitably win wars of attrition, simply being able to more quickly replace losses than a player with a weaker economy. In terms of ship construction, the TEC probably has a distinct advantage with its relatively cheap ships, faster build times (augmented with Industrial Juggernaut), and lower fleet supply costs (the supply 4 Illuminators take up is equivalent to the supply 6 Javelis frigates take).
You know, while the Advent frigates have a good range of voices, all of their capital ships sound like young girls, though with somewhat different personalities (most pronounced are the Progen and the Revelation, which are on the two extremes of calm and excited scale). And so, with that in mind: [img]http://i853.photobucket.com/albums/ab100/rjaune/sins/mion.jpg[/img] [img]http://i853.photobucket.com/albums/ab100/rjaune/sins/satoko.jpg[/img] [img]http://i853.photobucket.com/al