RespawnedTitanL10

RespawnedTitanL10

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

Regarding the so-called Vasari dominance... I've seen some pro replays and the frontline Vasari [inevitably, IMHO] get their butts kicked. My sandbox tests point to the same. The Vasari don't get resources from nothing. Their inefficient use of fleet supply (by design) makes their fleet worse than any TEC/Advent counterpart, except perhaps for late-game bomber spam; I hardly ever get to that point in my games vs. the AI, so I'm not going to comment on that. Earlier, b

49 Replies 148,773 Views

[quote who="Tankbushed" reply="6" id="3303406"] It would be possible to write a program that creates a "fleet" and then randomly distributes damage between them until annihilation. If you recorded the average results and the standard deviations of several runs, you could figure out what set up is more likely to win.[/quote] [quote who="Mr_Book" reply="7" id="3303472"] I think that program is called Sins of a Solar Empire[/quote] Yeah, but it's terribly slow/cumb

11 Replies 29,034 Views

I'm curious if you're willing to do a corvettes vs. carriers w/bombers in a large scale fight (equal fleet supply). I've done a small scale test of 3 Percherons with bombers vs. 14 Shriken (sp?) corvettes (no upgrades for either), and the corvettes won with 4 losses--the equivalent of one carrier, basically. Had I thrown in a repair platform on the vettes side, it would have been zero losses, while a repair platform (alone) would not have helped the carriers at all (it would have

11 Replies 29,034 Views

A few more test I ran... Can you save the 2-hull-ups (9K hull) Orky from the Prog + 50 Discs by adding a Vasari level 2 cap ship, on top of 3 repair bays? (The Prog was level 2 too.) Well, yes, any cap ship will do in this scenario, but any (dangerous enough cap ship for the Disciples to pay attention to) besides the Kortul will get killed while buying enough time for the SB (to upgrade itself). The Kortul has the unique ability that it de

17 Replies 95,517 Views

Given the issues I've seen, this game probably has plain old memory allocation errors, like writing to unallocated pointers, double frees, etc. Running out of virtual address space (2GB) doesn't seem to be the main issue. It minidumps or exhibits playback desync heisenbugs often enough with just around 1.2-1.4GB allocated for it, well below where it would run out of address space. Growing the address space does statistically make such bugs less likely to be fatal, but that's not h

6 Replies 10,963 Views

I've done a bit more testing with repairs/regen. I was curious if the 2-hull-ups (9K hull) Orky, which can handle 60 Disciples (240 fleet supply) but dies to 70, can take on 50 disciples +Prog (=250 fleet supply). It can't; the Prog uses shield regen like 7 times, and wins with 21 Disciples still alive, but these were the +20/%+20%/+10% guns/shield/hull Disciples. Finally, adding two repair bays to the Vasari side was a tiny bit more interesting. If the Advent fleet (s

17 Replies 95,517 Views

[quote who="Landgrab" reply="3" id="3469188"] Shame... also I have heard of replays that go funky in late-game and do not represent what actually happened. Can anyone confirm?[/quote] Bug confirmed; that has happened to me too fairly recently. There seem to be some heisenbugs in the replay watch feature, i.e. it may so happen that if you play the recorded file again it might work properly, but there are also cases where the recording is definitely borked beyond recover

4 Replies 8,247 Views

FAIR WARNING: It appears that Sins playbacks (and save games because they are related) are unreliable or at least very sensitive to goodness-knows-what. Basically, Sins playback can internally desync and can show two different things on two different playbacks of the same recording. Apparently, that happened a lot the first time I watched the first recording posted here. For example, when I watched it a second time, HuyMac wasn't the dummy I saw the first time around, e.g. he did upgrade

15 Replies 84,464 Views

The main problem with the Corsev is that its capture ability is bugged and randomly kills the ship (for real) instead of capturing it once its hp gets to 0. Discussed in detail in https://forums.sinsofasolarempire.com/453667/page/1/ Since the non-boarded ships only do half-damage on their bang (and you have to pay/build them yourself instead of getting from the enemy), using the (unmodded) Corsev is a bit like playin

24 Replies 43,747 Views

For anyone still confused by this, the 1.82 BETA had version/build number 1.82.4976, while the 1.82 release has build version 1.82.5006. By the way, a short list of bugs that still exist in this version (and I care about) are the Corvsev boarding/capture bug ( https://forums.sinsofasolarempire.com/453667/page/1/#3460490 ) and the Advent corvette side/rear guns bug (<a href="https://forums.sinsofasolarempire.

48 Replies 110,985 Views

[quote who="furyofthestars" reply="12" id="3469752"] Definitely perform suggestion 2 from my post above. I loaded up your replay and saved games both in my production exe and saw the bug for myself in both cases. However, when I start a fresh game of my own, everything is fine.[/quote] Actually, the last sentence of your post made me finally figure out to make a 100% reproducible bug report for this. I've updated the OP for the devs to see easier how to repr

15 Replies 37,487 Views

Sorry for the thread necro, but this is the first hit on google when searching for the topic of soase speed settings, but alas has less detail than what I've figured out by myself, so see https://forums.sinsofasolarempire.com/454531/page/1/#3469992 for some example calculations of the actual effects of the main bonuses plus more opinions.

4 Replies 14,051 Views

I think the main issue for slow games is research speed. There's a giant leap from normal to fast because research times basically get cut in half when going from normal to fast, but faster research isn't a whole lot different than fast. In my SP games, the normal-everything setting is basically bound from above by the normal research speed basically throughout the whole game. As TEC for instance, Modular Architecture (which needs to be taken early to be worthwhile) competes with rese

1 Replies 11,144 Views

[quote who="RespawnedTitanL10" reply="2279" id="3469299"] Does anyone know how to make the game recordings (recordreb files) save to a text-based format instead of binary? I know it's possible to do that for save games. I'd like to write an external parser/plotter for various things over time from recordings, in particular in order to better evaluate the combat effectiveness of some maneuvers by plotting things like hp and effective dps over time for ships with all-around weapon

2,761 Replies 7,638,055 Views

[quote who="furyofthestars" reply="12" id="3469752"] Definitely perform suggestion 2 from my post above. I loaded up your replay and saved games both in my production exe and saw the bug for myself in both cases. However, when I start a fresh game of my own, everything is fine.[/quote] Thanks and wow... I'm not that crazy or poor sighted. What's most miffing in this whole shebang is how the save game can be bugged that way. I can easily imagine the recor

15 Replies 37,487 Views

[quote who="Delnar_Ersike" reply="67" id="3469771"] It's odd that Fortifier doesn't build as many starbases for you as Aggressor, usually they will allocate a lot more resources to starbases. [/quote] You misunderstood me. Fortifier does indeed spam SB constructors with abandon. But it has (almost) nothing to defend them with, so they die in droves with no chance of deploying. Fortifier might be ok in a 10-way FFA in the far back slots/positions relative to t

113 Replies 412,266 Views

[quote who="Delnar_Ersike" reply="65" id="3460763"] Since both the BuildShips and UpgradeStarbase values were increased at least tenfold, it's likely the AI gets stuck in a "build a starbase" loop a lot easier. Thing is, BuildTactical was also increased tenfold, so I don't see why the AI wouldn't build any tactical modules. The AI has been doing this type of stuff from the very beginning, BTW: even before I got into modding, I would often notice the AI building colony

113 Replies 412,266 Views

[quote who="furyofthestars" reply="9" id="3468862"] Some troubleshooting thoughts (I can't say that I've observed this and as I am at work, am unable to test): Try it with ALL mods disabled (if any were enabled) Completely dump the game from your PC and then reload it from Steam. Note: I'm not talking about file verification from Steam. I mean uninstall/delete all files associated with the game, including everything in the "Documents/My Game

15 Replies 37,487 Views

[e digicons]:(O[/e] [e digicons]8(|[/e] [e digicons]:puke:[/e] [e digicons]:rofl:[/e] [e digicons]}:)[/e] [e digicons]:sick:[/e] [e digicons]:troll:[/e] [e digicons]:frogboy:[/e] On a more serious note, it makes some sense to build two Progs if you want to chain Shield Regeneration by alternating between the Progs (duration 8, cooldown 20), but most likely no more than two because the buff doesn't stack with itself, so you should wait for one to finish its effect bef

22 Replies 31,371 Views

Oh, and Prog + 62 upped Disciples (2 labs, so +20% guns, +20% shields, +10% hull) kill the 6K/1-upped Orky with zero losses if the Prog uses Shield Regeneration and has full AM reserves (shield restore fires 4 times during the fight). But you have to play the Advent manually, because the AI is completely incapable of using that ability properly (only uses it once after the Orky dies, LOL.) The Orky is a bit hampered in positioning by the fact that the AI played it, but k

17 Replies 95,517 Views

And a different question: does anyone know the exact angles for the weapon bank firing arcs? Are they moddable? The horizontal ones seem to be 120 degrees total (60 degrees on both sides of the weapon's axis), but I've seen ships fire at more extreme angles when the target is in motion; in particular, guns seem to fire at an even wider angle (close to 90 degrees off axis) when the target is moving toward the firing cone. It's also not clear where the tips of the cones are located.

2,761 Replies 7,638,055 Views

[quote who="Cpt_Siddy" reply="13" id="3469596"] LvL 3 marza with lvl 2 incendiary and lvl 1 rad can solo un upgraded orky lel[/quote] Yes, but the two sinkillr/Hydraling tests used a 1-upped Orky (6K hull), although in the TEC fight he posted the Orky hull upgrade finished just as the first shots were flying (though apparently before any of them landed, so that issue didn't seem to affect the outcome relative to the Advent fight he posted, where t

17 Replies 95,517 Views

[quote who="Hydraling" reply="11" id="3469442"] Should be fixed.[/quote] Thanks. A quick observation is that the Mazra had its abilities with autocast enabled (radiation bomb, incendiary shells), while the Prog did not and its abilities were never fired manually during the fight either. Faster kill -> fewer losses. To stack the odds even more, TEC had four levels of hull research completed, four levels of armor, and three levels of lasers research with the 4th completing

17 Replies 95,517 Views

[quote who="Hydraling" reply="9" id="3469437"] 50 Cobalts+Marza (300 supply) vs. Orky http://www.mediafire.com/?37dqqbqv9w9i0nj 43 cobalts+Marza survive... (265 supply) 62 Disciples+Prog (298 supply) vs Orky http://www.mediafire.com/?37dqqbqv9w9i0nj 29 disciples+Prog survive... (166 supply)[/quote] Not doubting you, but you've duplicated the same link for the Disciples+Prog; the one for Cobalts+Mazra is actually missing both here

17 Replies 95,517 Views