ck07

ck07

Joined Member # 3865574
16 Posts 48 Replies 660 Reputation

If the entry and exit directions are close enough that you can jump out directly from the point you entered, does it take any longer than a normal planet? If, however, the entry and exit are on opposite sides so that you have to transit most of the way across, it seems to take forever. 2 jumps through a star seems to always take longer than 3 without. Is there any rule of thumb for this? Related Q: Some planets say "-33% gravity well size" but when looked at w

5 Replies 3,328 Views

I've started. 4 LRMs are attacking the nearest asteroid while my cap ship attacks a desert planet 3 jumps away. Bad news is that it has taken a while to get here. Good news is that my scouts have found 7 extractors at the three AFs and converted 4 so far. Medium news is the extractors are 5/2, the near asteroids are 1/1 each, my home and the desert are 2/1 each, and the terran beyond the desert is 1/1. So I will be selling a great deal of metal.

5 Replies 3,304 Views

This is basically my option 2. Means I will be very cash poor as asteroids yield almost none--but so will they. You're right that all I really have to do is hold their main fleet (and the pirates) with part of mine. Not quite trivial as the kee places have low installation limits. It is not even necessary to be serious about attacking on another front since if the game reaches Imperial level 5 they're done. Thanks.

5 Replies 3,304 Views

[quote who="harpo99999" reply="61" id="2434695"]ck07 1 yes you can just copy/rename the map to the new location of galaxyforge next to the mods folders 2 the resources are controlled by the planet entity files of the mod/game and have a min/max count for each planet type. 3 to my knowledge there is no reveal map cheat, other than looking at the map with galaxy forge before playing it [/quote] Sorry, I have done NO modding or even map creation in t

64 Replies 162,859 Views

1.181, SP, Vasri vs. TEC (feel like it). This is the one with an outer loop of 4 asteroids, 1 ice, 3 AFs. Inner loop of 5 good planets, 3 linked to star. From home planets to outer loop: 1 jump, T inner : 2 jumps, by way of dead asteroid. If I make it to late game life will be good because of phase stabilizers (have to try this the other way later). I see three imaginable openings: -Take two nearest As, continue around outer loop (2 jumps

5 Replies 3,304 Views

Noob Q: I want to make a map starting from a vanilla map (Celanus Core). Is this as simple as copying \galaxy\CelanusCore.galaxy to some other filename in [some other?] directory? Actually, all I really want to do is examine that map and see what the expected resources per planet are, and maybe mod some of them. Or are reources for a given planet type fixed to some given probability table somewhere? Sort of related: is there a "reveal

64 Replies 162,859 Views

[quote who="CallenExile" reply="6" id="2434598"] Not to be repetative, but i cannot emphasise how important it is to have at least a few fighter squadrons with any fleet, if only to counter the enemy's own strikecraft. Also, i know Fighters are strong against a couple frigates- Long range, and Siege, so they aren't a waste- A good ratio is two figters to one bomber, since you'll preferably have larger sources of damage against enemy ships. On a side note, if you

16 Replies 9,485 Views

[quote who="Flipkik" reply="4" id="2434537"]I smell pre entrenchment discusion comming up. The answer back then was you can't expect 5 flak frigates to keep down the sc of 8 done hosts. Just compare price and fleet support its would be absurd. Anyway to counter strike craft you can get allot of flak more than 5, Get allot of fighters yourself or get a capship with an anti strikecraft ability. In the case of vasari the anti SC ability is jam weapons of the kortul it doesn't ki

16 Replies 9,485 Views

Suppose you have no tech that directly defeats/damages them. Defended a newly-captured planet with: level 7 (colonizer) and level 4 (support) Vasari caps (3 fighter squadrons total), 5 flak frigates, and about 23 LRFs. Versus these attackers: level 3 rapture, 8 drone hosts (25 squadrons total?), 5 siege frigates, and 2-3 LFs. Kept the flak frigates targeted on bombers but they just didn't do a lot. Killed everybody--cap and DHs first, let the

16 Replies 9,485 Views

[quote who="Wingflier" reply="2" id="2433641"]Based on my very limited experience with this game, I can give you the lowdown on what I've learned about Vasari. Originally, they were my favorite race, so I understand the appeal of wanting to play them. Having said that, I switched to Advent because I felt like Advent is better than they are in almost every way, at least early game. Please keep in mind that all these comments are made concerning multiplayer and competitiv

9 Replies 7,610 Views

1.181, SP, vs. Advent. Based on what I've read so far it looks like the core problem is surviving long enough to get to Empire level 5 (Phase Tunneling) so that the fleet can be (almost) everywhere at once. Yes, I get it about neutrals.

9 Replies 7,610 Views

1.181, SP, vs. Advent. Based on what I've read so far it looks like the core problem is surviving long enough to get to Empire level 5 (Phase Tunneling) so that the fleet can be (almost) everywhere at once. Yes, I get it about neutrals.

0 Replies 1,115 Views

Or maybe to the shock and awe technology, although I admit I am not sure exactly what this does. If all it does is increase cap ships' ability to suppress spread of enemy culture to friendly planets, then 1) that ain't it, and 2) that would not be great for a level 1 tech--it's horrible for level 5. Btw do "damage bonus in culture" and "mitigation bonus in culture" mean the combat bonuses I think in any gravity well where the culture is present? What if two cultures

23 Replies 7,319 Views

As someone mentioned, probably SP/MP dependent, plus map size. On 8 maps so far (all SP), I have not yet felt a need for a 2nd cap. Now I have to figure out what Altaux meant about Vasari being better at culture conquest than Advent. Didn't find it cap ship or cruiser abilities. Can't look at tech chart right now as i am in midgame as Advent.

23 Replies 7,319 Views

[quote who="anteachtaire" reply="26" id="2430860"]maximum allegiance [/quote] Ah. Extraction bonuses have to spread across allyour planets, so not a big factor unless you are Advent in late game. Is refinery income based on where the refinery is or on where the extractors are? I have noticed that with trade ports at 6 planets all earned the same even though the allegiance levels varied from 65% to 110%.

58 Replies 192,728 Views

[quote who="anteachtaire" reply="24" id="2429928"]Don't forget how maximum all. affects income... people always tend to brush that under the rug. [/quote] Maximum what?

58 Replies 192,728 Views

So the takeaways, as I undertand them, are: 1. Culture is (usually) a better investment than either refineries or TPs. 2. If we price resources at their "buy" price--because we're cash rich/reource poor--refineries (usually) beat trading posts. If we price at the "sell" price--because resource rich--TPs are (usually) better. So build refineries if/when that will get you from cash rich to neutral. Build TPs if needed to get from resource rich to neut

58 Replies 192,728 Views

Only about 10 (single player) games so far. So why bother to comment? Because I am finding Advent strongest despite the fact that I don't yet understand the synergies that some here say Advent depends on.

304 Replies 778,625 Views
Reply to Pirates in Strategy

All else equal pirates are free experience for your cap plus a few defenses that you should build anyway. Don't bid. All else is not equal when your best cap--or theirs--is needed elsewhere at just the wrong moment. Bid.

32 Replies 20,797 Views

[quote who="-aceca-" reply="42" id="2428687"] .... that would result in an entirely different strategy of running your whole fleet into the enemy fleet and pushing away all non caps leaving the caps there, separated from support cruisers almost as f***ed as when they get pushed around. I do think that repulse should affect caps, just the force of the push should vary. The velocity of the pushed object should be its acceleration or max speed * X. So that cap sh

47 Replies 41,829 Views

I've only tried 6 or 7 maps so far, all small. So far no need for a 2nd cap; been living on LRFs mostly. 3 siege frigates plus a cap finishes off enemy planets faster than 2 caps and costs way less. Just built my first Cielos. Am I weird or I am right to turn off embolden to save AM for targeting? Also, targeted ship/ structure shows "40% damage reduction" in red. Does this mean +40% damage or does it mean that whatever would normally reduce damage (

23 Replies 7,319 Views

[quote who="Altaux" reply="22" id="2429557"].... Edit: plus if there is such a planet(you seem unsure) that only further proves our point this map is best accomplished by quickly finshing off your enemy and ignoring the outer loop [/quote] The three loop planets vary from game to game. The Q asked was what if you don't want to ignore 1/2 the map.

25 Replies 7,763 Views