RespawnedTitanL10

RespawnedTitanL10

Joined Member # 4731262
22 Posts 225 Replies 14,663 Reputation

[quote who="Cykur" reply="5" id="3460733"] You can win the 10 way FFA any way you choose. It is really up to you and the personal sense of satisfaction you get out of any given play style. That is why most of us either crank up the difficulty a lot, or lock the 9 AI's on one team.[/quote] I suspect it would make little difference if they all fall for the chasing-the-scout trick. Just make a few more scouts in the beginning. The peace time those buy for unfettered

23 Replies 17,779 Views

Unless you're playing above Unfair, it seems that getting the closest two AIs (left and right of starting position) to chase scouts with their capital ship early in the game seems to completely stymie their expansion. As the AI seems to seldom go for carrier or colony caps (which also tend to come with fighter/bomber squads), they just chase scouts without ever damaging them. And because their capital ship is so busy with that, they basically don't expand anymore. And once you've

23 Replies 17,779 Views

Wel[quote who="RagnorakEviscerator" reply="6" id="3460526"] The last thing the corsev needs is a buff.[/quote] Well, insofar I'm happy with my change, which makes capturing more reliable but gives less health to captured ship at lower levels. Would you use a capital ship if its main ability failed half the time? Say if Kol's rail gun failed to fire ("jammed") half of the shots but still used AM and had a minute-long cooldown? It would be too aggravating for me, but if yo

25 Replies 41,390 Views

Thanks for modding effort. It does seem that the AI is slightly better with this on. As for the normal vs. quick start, I actually like the way normal-start AI is bugged to poorly prioritize homeworld upgrades because this creates intermediate AI levels between the official ones. Since the income differential with the Hard+ AI is usually highest in the beginning before you can out-expand the AIs, it helps to have the higher-level ones gimped a little that way (it's on the order of 20% inc

113 Replies 411,860 Views

[quote who="GoaFan77" reply="3" id="3460497"] From a strict gameplay perspective, you could use a negative damage reduction buff the Celio uses to increase the damage weapons deal as a substitute for the DoT. Or simply trigger the capture to occur when the enemy ship is at low health, say 10%, with the logic that a small boarding party could only capture a heavily damaged ship.[/quote] Changing the capture trigger to a >0 hull percentage was my next fix to try. It seems

25 Replies 41,390 Views

My first serious modding attempt was to change the buff damage type to a lump/one-time damage (instantAction buffInstantActionType "DoDamage"), perhaps to simulate the boarding pod's hull breaching damage. Alas, this also kills the target if it has less HP left than the buff damage, i.e. it also beats the IfOwnerIsAboutToDie check, with or without a two-second delay (instantActionTriggerType "OnDelay" delayTime 2.0). Although it's more playable than the vanialla DoT version, it&#

25 Replies 41,390 Views

It turns out my first round of testing wasn't all that reliable because I didn't turn off weapons far enough from the engagement and auto-cannons have such hard-to-see graphics. After more reproducible testing, what happens is amusing and surprising. It's the capture buff damage (over time) that KILLs the target ship 100% of the time, and the normal weapons damage is what triggers the capture 100% of the time, if the buff is active, of course. The simplest fix (and also testing me

25 Replies 41,390 Views

I should add that the above is only a partial bug fix for the Corsev boarding party because there's another bug (or possibly a "feature"), which causes the boarded ship to sometime die while boarded (1/3 to 1/2 of the time) even if nothing is firing on it, which is fairly easy to test if you turn auto-fire off after you apply the hull-only damage fix. I'm not sure what's causing this latter behavior or how to fix it. There's no probability of capture in any file that I ca

25 Replies 41,390 Views

There are various threads here complaining about this issue (e.g. https://forums.sinsofasolarempire.com/420046 or https://forums.sinsofasolarempire.com/422459 ), but as far as I can tell nobody found the actual problem. It's rather simple actually: in BuffBoardingPartyTarget.entity, there's a damageAffectType "AFFECTS_SHIELDS_AND_HULL", which explains why

25 Replies 41,390 Views

I've let the game play itself on the Whirlwind map with 7 Normal AI players for 4 hours. (I just surrendered immediately after the start of the game and chose to keep playing/watching.) Some AIs are indeed clueless. Others are not. About 3 hours into the game most of the map had been claimed by just two AIs, both Vasari. Then one steamrolled everything else with tons of capital ships and a titan. The more lame part was that it spammed the Kos cannon but never jumped its fleet to the targe

6 Replies 6,413 Views

This wasn't a complaint. Merely information I thought I should share because I couldn't find the concrete numbers for Rebellion on this forum.

11 Replies 10,758 Views

8+2 guns doing 1/4 damage of (the same kind of) 3+1 guns firing at another angle is totally counter-intuitive. I'm not surprised that Soase has a reputation for high learning curve. This is supposed to be a *video* game not a spreadsheet game: ship turns broadside, *invisible* dps goes from 6.3 to 22.0 according the deeply hidden number that only the dev exe can reveal, while the visible effect indicates the opposite might happen.

8 Replies 10,827 Views

So, first of all, the weapon info displayed in the infocard seems quite wrong both in relation to what the ship shoots (mostly lasers) and to what the dev exe shows for weapon info. "Weapon:1" has 8 forward shooting banks (and yes there are 8 forward shooting lasers: three at the top of which one is in the nose, two further down, two more further, down and one at the bottom). The two plasma gun ports would have to do amazing damage to keep with those, never mind outdo them on a 2:1 dps ratio

8 Replies 10,827 Views

Ok, I've tried this in the developer exe. "Show Entity Info" > "Show Target Lines" & "Show Weapon State" show up to 3 targets for the Vespa allright, but the side and rear weapons on the Vespas still don't fire at all, even when they have a target acquired. Alas there's no debug info for the weapons actually firing, but I think the best proof that they are not is the huge difference in "True DPS" displayed for the Shriken vs. the Vespas. A Shriken has for example

15 Replies 37,432 Views

I don't think that on Hard the AI gets any instant techs or ship levels. I've seen the Hard capitals come out at L1. And switching slots with the dev exe did not show any starting techs. By the way, the starting sum of money and resources is the same between Easy and Unfair. Like I said in the OP, I did not check above that.

11 Replies 10,758 Views

Thanks to the various people participating below, I've made this 100% reproducible for me. Steps: Quick start a new game as Advent (Loyalist or Rebel does not matter). Build a military lab and research corvettes. Build some corvettes and send them to a nearby world to fight the militia. For now, the corvettes' side and rear guns should fire properly. (We'll break that in a moment.) While the corvettes still have something to shoot at, s

15 Replies 37,432 Views

I've checked these in two ways. the most reliable one being the developer exe, letting the game play for 30 seconds and then looking at their total expenditure ("Player Info" > "Show Spending"). The other one is "Credits gained from planet income" chart after quitting. These two agree, however the "Credit income rate" chart is misleading as it excludes any AI bonus multipliers. Long story short, in 1.03 the AI gets relative to the player: Easy: -5% planet income "b

11 Replies 10,758 Views