Honestly I'm starting to feel part of the problem is that "the Vasari Loyalist strategy" has too many Facets. In a nutshell Stripped tot he Core accomplishes the following: 1). Gives a very large short term resource advantage, making your fleet ienvtably larger then whatever the enemy is defeending against 2). Allows for a viable "full mobility" strategy by allowing the Vasari Loyalists to maintain a high level of income even with high flee
bilun
[quote who="Seleuceia" reply="10" id="3191356"]m the other .exe type...also, the dev.exe has it's own mod folder (same general area as normal mod folder)...[/quote] The bug was discovered during the dev's holiday week. Yarlen put out a quick fix mod on his own time to tide us over until a hotfix is deployed.
Didn't Yarlen say that in the next patch (the one that breaks saves) there were going to be more changes to stripped to the core- most notably changes that make it possible for enemies to potentially recapture their planet before it's gone forever? Thought I remembered him forecasting changes in the vein of making it take longer to strip planets & so on.
There's currently a bug where the culture techs that give bonus shield mitigation chance are also giving enemy ships a chance to bypass shields. So basically your own techs are screwing you. While there's been no patch fix yet, Yarlen posted a mod where the bug is fixed here: https://forums.sinsofasolarempire.com/427747 Post includes instructions for installing the mo
So I just had a thought. Sure the advent in general don't have many ships that really benefit from increased cooldown rate, but they certainly have a few. What if guidance were changed to the following: Guidance: A single target allied ship gains 200/300/400/500% increased ability cooldown rate for 3 seconds. AM cost: 55/60/65/70 Cooldown: 30 seconds <p
[quote who="Seleuceia" reply="12" id="3189917"] what else is done to the revelation...the concept of this ability is inflexible i.e. it can't be put on a cruiser or "changed" completely[/quote] Perhaps I was not explicit- by saying that Reverie enhances focusfire I didn't mean you cast it on your focus target. Reverie allows you to essentially remove a ship or two from combat, making them easier to ignore while you focusfire a different target. This
I really do think Guidance is in need of a rework. The question then becomes, what should the revelation's role in the advent fleet be? Which is to say what should it be an advent counter for? Honestly it already has a strong focus-fire vibe going with Reverie and consequently really shines against opponent with a large number of capitalships. I think it would be a good idea to build on that existing strength to create a coherent role
Starbases were designed assuming they could not jump from one sector to another. The bonus that offsets that weakness and balances starbases against actual ships is that starbases are extremely cost effective, especially at higher upgrade values. Part of this cost effectiveness is in them not consuming any fleet supply of course. The only thing balancing this extreme cost efficiency is that they are permanently bound in a single gravity well. Fra
[quote who="angrysquirrel1" reply="6" id="3189032"]I'm going to try all of your suggestions and see how things go. I guess I need to read up more on the different capabilities of the ships TEC has. BTW, the only place where I have a starbase is where the old pirate base choke point is. I'll switch all my carriers over to fighters and also the starbase. I've pretty much have all the tech researched at this point. I'll build two marzas. What
[quote who="Sinperium" reply="40" id="3189259"]"Isn't worth" is entirely relative. It's like arguing which color is best.[/quote] Neon Pink, next question?
[quote who="loggerhead_shrike" reply="13" id="3188989"]Volt_Cruelerz; Thanks for a polite response ... good argument too. I have a couple of counterpoints: 1) Movies are much more expensive to produce ... consider the cost of a good developer vs the cost of a good actor. The actor will be 10X the cost. Distribution is more expensive too. 2) Movie theaters supply the entertainment infrastructure (the theater itself) which you 'rent&#
In general fighters counter bombers. That said your problem may be more of a macro problem then fleet composition. From the sound of it you're playing TEC and your opponent is Vasari. Here's the thing, the Vasari have a much stronger late game then the TEC in general- the TEC by contrast are alla bout having a strong economy, applying a strong early pressure game and late game fighting a war of attrition their superior
That's the thing, once the Eradica goes blue you're not supposed to fight, you're supposed to run. That's the entire point of the ability- the opponent has to temporarily give up on their warpath, buying valuable time for the Advent Rebels to recover from what was likely an unsuccessful battle(as they lost a titan). A titan level 6 ability which requires the titan to die to use shouldn't be something you just weather and shrug off. It pro
[quote who="Volt_Cruelerz" reply="1" id="3188560"]Kol Battleship: autocannons now deal anti-light damage and can target strike craft Gauss Rail Gun: AM cost increased to 65/70/75/80 from 50/55/60/65, removed speed debuff, added passive regeneration disable, now passes through targets, and changed duration to 10/20/30/40 seconds from 10/10/10/10 Adaptive Forcefield: made passive and nerfed to 3%/11%/19%/27% from 15%/23%/32%/40%; fixed a graphical bug from RR:R
Well to be fair I do kind of wish RotF revived at the location of the battle like reanimation rather then at home planet. Then it would be an actual combat buff rather then just an economic boost that requires you to suffer substantial casualties to really do much. That said the advent rebels aren't exactly in a bad place overall(the Eradica and Wail alone are enough to make them competitive)l- I'd much prefer to see some advent loya
[quote who="GoaFan77" reply="5" id="3188133"]Clearly you don't like the Advent either. The term a true follower of the unity would use in "converted".[/quote] I am ashamed.
A few points to note: [quote quoting="post"] hello, i have been playing sins diplomacy now for over a year and have discovered a couple issues which have carried over to rebellion i play the TEC a lot, and occasionally the Vasari, i have become frustrated at the 'auto cast' function of many abilities, mainly the repair function of the TEC repair cruiser, the TEC repair station and the Vasari Reintegration ability firstly i find the
[quote who="Ryat" reply="2" id="3187005"] Quoting bilun, reply 1Also minor nitpick: the game's targeting filter treats cruisers as frigates, so anything that targets frigates(such as the Vasari Loyalist level 6 ability) also affects Cruisers. Actually code wise there is no cruisers. They are coded as frigates, whence the targeting filter.[/quote] But that's exactly what i said? Or at least meant if my wording was unclear. <
The invulnerability does not save the Eradica-that effect si a passive that lets the eradioca keep fighting for a few minutes after death. Which is tos ay as soon as you invoke it's invulnerability you've already destroyed it, so there's no reason to stick around. Your mistake was staying as long as you did- you should have made a tactical retreat the moment you "killed" the eradica, then come back in 4 minutes after it finishes it's death throes to mop up with you
Hard to tell without more details. Ideally it would be useful to know what ships your opponent and you were using, but from your post I suspect you don't know the opponent's composition. A few general questions that may help narrow it down a bit: What faction were you playing? What faction was the opponent playing? How long had the game been going? What was in your fleet? Are you leaving ab
[quote who="BOTA99" reply="32" id="3184734"]Please don't kill me, I am a nub, but what if you didn't allow the VStarbase to use the phase stabilizer? That way it couldn't jump in right to the front in affect giving them 2 Titans.[/quote] Not enough by half. Fact is it's not balanced for starbases to be upgraded at a safe location then sent to attack at full strength under any circumstances. There's not cost effectiv
Just did some testing. 2 bugs actually: #1). The phase missile blocking techs are actually making ALL enemy weapons have a chance of bypassing advent shields- not just phase missiles. And presumably they are increasing the chance of phase missiles bypassing shields #2). These techs are applying their "bonus" to phase missile blocking even when not in advent culture. The result is as soo
You have to admit that's kind of funny... but in anycase, don't recall this happening before- something must have gotten borked with the recent bugfix.
-Ship skin/model packs -Map packs -Effect mods(rainbow lasers,a different shield mesh for ships, ect...)
With Stikalus subverters Vasari players can actually get their Phase missile bypass chance up to 50%. Witht he advent's mitigation, even 30% bypass can very easily kill ships while their shields are topped off.