There are a few things that are wrong/buggy with GF. For example, grav well settings for the individual planets that are required, but override whatever the planet's normally is. This means if the world is some sort of "random" and has a chance of spawning a planet with a smaller or larger grav well... it will be overrode.
furyofthestars
Lotta good info here. Frostflare, if I may pick at two things in your Faction Guide? TEC Loyalists - "Can research a tax income increase when enemies are present in a gravity well" I'm pretty sure this is ship build speed increase, isn't it? I don't usually play TEC, so can't be 100% sure (especially without the game in front of me). Vasari - "Phase missiles are present on bombers, all capital ships,
Yes, there are some that are better at it than others. Check out the Artificial Unintelligence Mod thread in the modding section. The guy who did that also gave a very detailed break down of all his AI tweak findings, including how good (or bad) some of those settings are in various situations (including which race they are).
Q: Do you leave what type they are as random? ie, Aggressive, Researcher, Fortifier, etc?
It's strange how I get these sudden impulses to write things... like someone else is controlling me.... [e digicons]:troll:[/e]
[quote who="Turchany" reply="17" id="3472301"]I know the Marauder has it's own advantages, but let's be honest, Jarrasul, Skirantra and Kortul is way better in combat.. And LOL you used it once successfully, well that's something. With a Kortul you might have been able to crush the enemy fleet without part of it leaving, assumin his fleet wasn't hugely superior to yours.[/quote] Well, first, I've had success with it more than actual once . I was just
[quote who="Turchany" reply="14" id="3472295"] Against AI when you have your titan, you can build a Revelation, that has an excellent ability for revealing planets for a short time, that's why I mention Advent continuously. No other race can do this, reveal planets this easily. [/quote] Ahh, k. Wasn't aware of that one. Will have to look it up at some point to see the finer details of it. [quote who="Turchany" reply="14" id="3472295"] For the Vasar
Well, there is the point, too, that the Orkys are slower than shizniz. If the Vasari player is merely starbasing the chokepoints, it's actually not that hard for an enemy fleet to bypass em.
[quote who="Turchany" reply="9" id="3472272"]Against a human you don't have 5-10 fighter squadrons at every planet and micro fleets scattered around the universe like the AI does. You are most likely having 1-2 major fleets that are not impossible to be bypassed. Against humans it is not unlikely to be able to place a scout on his random world for several minutes until he realizes it. It is easy to sneak a scout through his awareness as these are just tiny ships compared to a hostile flee
[quote who="Turchany" reply="35" id="3472262"] Quoting furyofthestars, reply 34Hmm, I don't seem to have much issue scouting the AI. A fair sized group of scouts (half dozen or little more) or even Corvettes should be able to slip through most planetary defenses. Now, if the AI has its fleet in the way... you're right, that's a different story. For that, I find sending a small fleet contingent made up of things I don't mind losing is great for this. Preferably, see
Apologies... I should've known better than to post my response in this thread as it would derail it. Turchany, check the other thread for my response.
Hmm, I don't seem to have much issue scouting the AI. A fair sized group of scouts (half dozen or little more) or even Corvettes should be able to slip through most planetary defenses. Now, if the AI has its fleet in the way... you're right, that's a different story. For that, I find sending a small fleet contingent made up of things I don't mind losing is great for this. Preferably, seems I should already know where in the grav well the enemy fleet is
[quote who="RespawnedTitanL10" reply="10" id="3472206"] [/quote] Corsev, agreed. Needs fixes to its abilities. Agreed on Mine XP... not sure they should even grant any? Rest, nothing to add/comment on. [quote who="Turchany" reply="12" id="3472217"]Anyway, why does Phasic Barrier make my units attack another thing?[/quote] This annoys the crap out of me, too. [quote who="WJC3688" reply="14" id="3472220"] "OK I know you wrote a
[quote who="RespawnedTitanL10" reply="32" id="3472096"] Well, since this thread was resurrected, the topic is more or less immortal. What I mean by that is that in any kind of war (or simulation thereof), knowing the territory/map is a big advantage. And in this case, an advantage that the "pro" side had and the "noob" did not. Given that I've seen an (ahem) "trainer" for Sins, which is being actively maintained, despite the fact that the dev exe can do more, I suspect that ch
Based on the wording of posts I've seen to the devs asking for this option... no. What Falcon said. Additionally, all you'd have to do (for a mod of your own) is remove the research unlocks from the Player .entity files. Again, what Falcon said.
Thanks, Goa! Interestingly enough, even though I used Notepad++ to search all my reference files for all instances of "allegiance", it didn't pick up any of the times it was used in gameplay.constants. allegiancePassiveLossRate -0.000347222
However, if your homeworld moves, it doesn't just suddenly adjust to the new max allegiance. It decays to it (if it is lower). I'm wanting to know that rate. To clarify a bit more what I'm doing/looking for, in experimenting with a buff that applies allegiance to a world, I have discovered two things: Applying it once (or multiple times with stack priority set to favor old buffs) will increase the allegiance, but then it will slowly decay back do
Hi, Was wondering if someone knew the rate at which allegiance decays from a world that is under no culture influence, whether that be friendly or hostile?
Best bet, sandboxing, is to not do quick start. Consequently, increase each player's starting resources to the equivalent of the quickstart structures and/or ships you want, then (again, seems you're sandboxing) manually build the structures and/or ships where you want them for both players once you start your test session. I say to do it like that vers spawning them with the dev.exe cause I'm not sure the dev.exe will allow you to choose exact spawn locatio
I think I see why, too. The BuffSalvageOperationsTarget & BuffSalvageOperationsTargetBoarded buffs are set to throw their "recourse" buffs back at the Corsev on target death. The Recourse buffs are set to simply do RestoreHullPointsPerc without regard to what it came off from... meaning it's using the Corsev's HPs as the "target" for the percentage to restore. Edit: [quote who="RespawnedTitanL10" reply="22" id="3471239"]The 25% or 35% are not taken from
Well, as said, we don't get that secondary range ring because... well, there's no sure fire way to get it right. With the way buffs can chain virtually endlessly, every one of them having their own (or multiple per) affect that can potentially have a range, there's no good way to show it. But honestly, if demolition had a better affect to it that made it more visible, I personally wouldn't care about the range... I'd be telling all my units to clear out as fa
[quote who="Seleuceia" reply="15" id="3462218"] I'm thinking that the damage was intended to be delayed...it doesn't really make sense for the explosion and destruction of the ship to occur after it has already magically damaged the ships around it...problem is there's no easy way to delay those buffs that are conditional on being boarded without introducing more buffs or really reworking the ability....[/quote] Really, though, if you think about it, it's possibl
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.
Ok, with all that working, and knowing that I have a long drive ahead of me tomorrow for work, I'm calling it quits early. Goa, if I may ask one more thing of you... the limiting of how many of an entity is built through automated buff-spawning. Given the knowledge that you designed (or helped design) the "titan" limit buffs in SoGE and the following scenario: In the Pirate grav wells I will have a structure (or more than one, if needed/
Ok, I see the difference now. In your ability, you had the cost type as passive, whereas I was setting mine to no cost. Once I set that to passive, it works. Course, like yours, I have to set the constructor to cast the buff onto itself... otherwise the starbase builds inside the planet... lol Now, curiosity question (and if the answer is "no" I won't fret... this will still work as is)... is it possible to gi