I'm looking for the DPS of the fighters and bombers of the different factions but can't find it in the entity files, which say things like scuttleTime 12.500000 fighterConstructionTime 27.500000 decayWithoutOwnerRate 0.010000 baseMaxNumFighters 5 but nothing about HP or DPS (or salvo damage and salvo recharge time). Where would I find it? Thanks.
Wrath89
Are you building your free capital ship at the beginning? If not, do so. Are you researching new military ship types and then building them? If not, do so. Are you researching fleet supply upgrades so you can build bigger fleets? If not, do so, if you're anticipating a big battle soon, and then fill your fleet capacity as soon as possible. If you know how to research new ship types, then prioritizing getting the starbase-construction tech, and
[quote quoting="post"]and bugged games where all of the losing players have quit but the game doesn't register it) from dragging out "dead games" (which are probably lagging) for extended periods of time.[/quote] Quick question out of curiosity: how often does that sort of thing happen?
Has this been the case for multiple games? And the AI isn't sending envoys to other allied planets (of a 3rd faction) instead?
[quote who="Darksxx" reply="2" id="2952032"]No, this is the AI and it making hundreds of stupid frigates. the AI over uses them.[/quote] Just as the post above you said, a frigate-heavy and capship-light fleet is better than the opposite. The problem is not so much with the AI's ship-building priorities so much as with your idea of what a good fleet should be. 50 supply worth of capital ships is not necessarily the same firepower as 50 supply worth of frigates. While
[quote quoting="post"]Just lost my 5 hour game as Advent. I spent alot of time and resources on trying to gain favor with a faction. On my relationship and diplomacy screen, it says "warming". On his tab in relationship, he hates me. I only figured this out and was really p***ed off since I did most of his missions, gave resources and sent envoys. Eventually my neighbors ganged up on me and the other faction I was trying to be friendly with.[/quote] If you can manage to get a cease-fi
1. Scout quickly 2. Find choke points 3. Build starbases at choke points as soon as humanly possible 4. Have repair platforms, and maybe repair cruisers later 5. Upgrade starbases as needed 6. Fill every spare logistics slot with trade ports I've found that if I follow this strategy, I rarely have to upgrade my initial fleet supply capacity until I have more money and research than I know how to deal with. I've never needed to go past th
[quote who="Zeta1127" reply="21" id="2949653"]I don't see the point in self-destructing factories just for economy, doesn't make sense to me. Though, from what I have seen, economy players generally don't build any ships, except what they need to colonize.[/quote] After you've built 4 or so capital ships and have frigate factories near your front lines, it's not that bad of an idea to scrap those at your HW, but doing so before then could create very serious diffic
[quote who="Greg30007" reply="17" id="2949388"]Good eco player at lest in MP will after building akan scuttle capital ship fact and when filled rest of fleet supply (without upgrading it) scuttle frig factory as well.[/quote] I've heard of that, but really don't like the idea of wasting 70 crystal (cap factory costs 100 crystal) and the other resources when I'm going to need a few more capital ships relatively soon anyway. [quote who="Greg30007" reply="17" id="2949
[quote who="Greg30007" reply="15" id="2949370"]Straight from start i think that 3 way colonization other than all roids is not a wise decision. You spend to much money and resources just to loose negative income and straight from start you cannot afford 3 planet upgrades with 2 more coming up + 2 labs + vulc or ice colonization research + trade ports research + terran population upgrade research....... Your construction frigates are idle as well while they could be building resource asteroids
Warning: long, complicated walls of text. [quote who="Darvin3" reply="13" id="2949273"]If you're determined to use turrets, what you want to do is corral the siege frigate by placing the second turret in such a way as to make it reposition back into range of the first turret. Because the siege frigate repositions when the turret starts construction, you can just order the constructor to move away then scuttle the constructing turret once the SF has moved.[/quote] Ass
[quote who="DirtySanchezz" reply="9" id="2949129"]Maybe you could do it using Greg's scout trick[/quote] I tried that, the siege frigates coming towards the planet still maneuvered away from the turret while it was being built, until they were out of range but could still bomb the planet. [quote who="DirtySanchezz" reply="9" id="2949129"]but for anything other than a lightly defended (4 ships) ice or volcano why would you want to? Killing militia ships are a saf
[quote who="Pbhead" reply="6" id="2948989"]incorrect, the seige frig does not move far enough to escape being under attack from the turret. It is infact the fact that the seige frig does move is actually the thing that makes this possible.[/quote] I have tried multiple times, placing the turret directly between the siege and the planet, as close to the planet as possible to maximize radius range, and each time the siege has moved out of range. Even when I place the turret <
[quote who="Greg30007" reply="4" id="2948908"]It would be hard to do for reason that militia would kill constructor until he has chance to build those turrets.[/quote] I'm assuming faster game speed, which is what most MP games seem to be on. [quote who="Greg30007" reply="4" id="2948908"]What you could do is to send 1 scout make it circle then send colony colonize and build turrets as siege cruiser is moving to bomb. With 1 siege from militia it would definitely work.[/quo
But that requires Cap backup: I'm talking about the situation "if you only send a colony ship and no backup". (though, you could be lucky enough to have the optimal Cap's target be right on the other side of the current planet, in which case it could kill the siege while passing through while only losing a few seconds)
I have heard mentions that it's possible to kill the neutral siege frigates even if you only send a colony ship and no backup to a planet (not an asteroid), but that it's very risky and unlikely to work. Does anyone know the conditions (or what kind of luck is necessary) to successfully do this, without completely surrounding the planet's radius with turrets? Yes, I am aware that you could just send scouts.
[quote who="master1a" reply="8" id="2948040"]Quoting Ryat, reply 5Its more due to the fact that with phase missiles, armor plays a much bigger role. And TEC is the master of armor with the potential of increasing 8 high by research. Armor plays no bigger role with phase missiles then they do with any other weapon type.[/quote] Sure it does, due to the increased likelihood of the missiles hitting the hull. Since shield protection is significantly less effective against phase missiles,
Factoring into consideration that shield negation neglects mitigation: During 450 dmg mitigation rise: average mitigation of 37.5. negation 30%: has a 30% chance to deal 100% damage instead of 62.5% damage; that's a 30% chance to deal 1.6x damage: during the rest of the fight against that ship, has a 30% chance to deal 100% dmg instead of 40% dmg: 30% chance to deal 2.5x damage. assuming 450:totalpts is 1:2, shield negation will overall effect a 30% chance to do 2.2x damage, befor
I'm sure this has already been discussed but searching didn't give me anything recent. Shield Negation does not seem to be very useful, given that ships taking damage from it will be regenerating both hull and armor throughout the whole battle (whereas would otherwise be regenerating only shields for the first half/third or so) - also, except in extremely unusual circumstances, by the time a ship is ready to die, its shields are always exhausted anyway. Even with full 30% shield negat
[quote who="blueleader58" reply="3" id="2944629"]Yeah I've got that problem were you create a account here with the serial number and on impulse, it wont accept either one for the update[/quote] Great job bumping a 3-year-old thread. :(
[quote who="Pbhead" reply="2" id="2942674"]or, you could just use the dev exe, and turn off the ai as the game starts.[/quote] Would this give me the ability to control the (previous) AI's ships/research/actions? Because that's what I need. I started a game in Dev and looked for the option you referred to but couldn't find it. Where is it?
>I HAVE READ TIPS IN THESE FORUMS and i have tried to do the following: >... >Depend on fleets If you're playing against the AI, especially the tougher ones (like Cruel), sometimes it's a good idea to keep your fleet as small as possible to avoid upkeep costs. I've found that against any number of Unfairs, it's a relatively simple matter to keep your original fleet size and only have a capital, a few repair cruisers, and a couple heavy cruisers.
I want to test out a few things (precise damage of Novalith with shield generators, shield upgrades, some shield mitigation tests, probably more later) - is there any way to be able to control units/structures/planets that can attack each other, without an ordinary two person MP testing environment? For instance, maybe there's some way of being able to "take over" commands from the AI in a 1-on-1 or something. Anyone know of how this could be done without necessitating the additio
Key variable names: DamagePerBank:FRONT DamagePerBank:BACK DamagePerBank:LEFT DamagePerBank:RIGHT PreBuffCooldownTime
If we knew the damage each volley does (infocards display average damage rather than damage done by a volley), it sounds like it would be simple enough to calculate exactly how much damage the target ship should receive in such a situation, turn autofire on for a second to shoot a volley, turn it off again, and compare predicted vs actual results to see which hypothesis seems more accurate. I highly suspect that the mitigation is increased immediately, but it'd