Linked squadron means one of the squadrons that was built by the carrier in question. It's not a range-area-effect thing like the Vasari ability to phase any fighters that are close enough in and out of real space - it ONLY affects the squads produced by that Carrier. Hope that helps, -- Retro
theRetroboy
*edit - double post. P.S. *edit - double post.
[quote]It's true you do get bounty for killing them, but that's hardly an incentive to mount a strategy around harassing traderoutes.[/quote]Here's something that WILL have an impact - destroy the trade station that's in the middle of their longest chain. That cuts their bonus for every trade route by as much as .3 or .4 per second per trade station they have, depending on the map. Almost impossible to do, mind you, because there's no way to determine what their longest trade route actu
Pretty much caused by them all making treaties with each other. In large FFA's, this game REQUIRES you to solve some of their missions and make some allies before too much time passes, or you will get reamed because you are the lone guy. What's really helpful is if you can do enough missions to get one of the enemies that's closest to you to cease-fire with you. That means you can dedicate your defense efforts more to the other fronts. -- Retro
I could be wrong here, but I would have expected income as listed in the money dropdown is just an automatically calculated average that assumes that all of your trade ships make it to their destinations over a longer interval, and is directly affected by arrival times of one station's tradeships at other trade stations, and the trade route length multiplier. An experiment if you really want to know if this is the case: measure your exact income rate with zero trade ports, then build
Too open for abuse, though. Consider the following set-up. PirateBase-----MyPlanet-----EnemyPlanet. So I sic the pirates on the EnemyPlanet - but have a capship sitting at MyPlanet. While the Pirates slowly amble by, I pick them off and level up my capital ship - and they DON'T ATTACK ME BACK. Then I let a few escape and follow them into the EnemyPlanet with my fleet. Result: relatively free experience for me, and a distracted enemy that I am more likely to roll up, wi
What conerns me right now is that any story that IronClad produces won't match the "internal vision" fans have already come up that describes the various racial and faction motivations. Even though I fully understand WHY they didn't release the campaign with the game, I know this is a risk. I bet the forum will be full of comments like "...but plot element X isn't LIKE the Vasari...!". This would be a bit tragic because IronClad actually created them. :) I'm hoping the campaign
[quote]does the ai usually use stars?[/quote]I played that same map on Normal vs 9 AI's, and they established footholds in the other star systems quite readily. It was probably increased because I didn't pursue as many missions as I should have early in the game and the other players exploited their own alliances to expand while I defended against all of the hostile AI's that were in my own starting system. What I'll do next time when I try that map on single-player hard is get the tec
I guess that makes you an arrrrrrsonist? -- Retro
[quote]I'm not sure how pirate strength changes based on the number of players in the game. When you start a 10 player match there are 10 home worlds owned, but the pirates are not at full strength. [/quote]I'm thinking it's directly based on the empiresize of the player(s) they choose to attack. -- Retro
Very nice, Bailknight. I'm wondering if the smaller pre-explosions can throw off small debris shards as well? I had toyed with the idea of making a bunch more debris model bits and pieces - busted sections of hull plating, components, beams, triangular shards of glass, that sort of thing. I'm not a modeler, though. -- Retro
Heh. Sins doesn't really document this stuff in detail, but you can find out these kinds of things by downloading the sins modding reference data and poking around in the files. For example, - Media hubs produce 1 culture spread unit per interval. - Basic carrier capital ships repel 0.3 culture spread units per interval, plus 0.05 for each of their levels. So a level 8 carrier repels culture about as fast as two level 1's. - When spreading culture encounters a gravity well
Post #7 or so of https://forums.sinsofasolarempire.com/310771 (didn't want to retype it all. :) ) -- Retro
Pre-upgrade values below. Trade ship Vasari [quote]cargoType "TradeCredits" maxCargoCapacity 50.000000[/quote] Refinery ship TEC [quote]cargoType "RefineryResources" maxCargoCapacity 50.000000[/quote] I didn't check all three races, but I'd bet they're the same. One way to look at it is that you're doing triple-duty when you kill trade and refinery ships. - You gain 50 credits (I'm guessing - the files weren't clear on that) which is not impacted b
Good find, but looking at that file, it looks like that statistic also governs the DISTRIBUTION of the pirate fleet's make-up (i.e. percentage of Kodiaks vs. Scouts). I also found this under the pirate attack definition: [quote]minSupply 1 maxSupply 220[/quote] ...which leads me to believe that supply drives the pirate fleet size. I couldn't find something that tells exactly how much pirate supply is produced from bounty, trade, and number of planets held. But I would
Guys, please don't feed the trolls. Civility works both ways, eh? :) -- Retro
It would HAVE to be. You can't possibly make Pip any more annoying. Would YOU trust a blithering dysfunctional idiot with an offensive starship? -- Retro
You're more correct for MP than you are for SP. In single-player, I've sicced the pirates on enemy AI factions and they've successfully wiped weaker planets while I've been elsewhere. It's glorious when you find out where the pirates are going and arrive with your own forces to see the enemy's AI's ships fully caught up in battle with a pirate fleet. I've used this to annihilate much stronger forces and take planets much faster than I could have myself. Pirates are also really
[quote]TEC, they are a peaceful people[/quote]TEC nuke everything, including other TEC faction citizens. I wouldn't call them "peaceful". Of the three races they're the most genocidal toward citizens and, therefore, the most evil. Don't be swayed just because they look the most like us. :) As stated elsewhere, all races should have shades of gray in any campaign. A race is made up of people and factions too. -- Retro
Yes, if you either mod it in or create a map yourself with your own starting conditions. "Bartender, I'll have a capital ship, please. Wait - make it a double!" -- Retro
No, if it were "Far", it would be "Spread [B]Distance[/B]", not "spread [B]rate[/B]". :) -- Retro
The threat level describes how much threat the pirates are TO YOU. It's a mix of how much bounty is out there against you compared to other players, and time to their next launch. I think it moves up and down fairly slowly, but am not sure. [quote]As well as making sure the pirates attack a location that will force my enemy to respond. [/quote]Pirates select their target randomly, so I don't think you can actually do a whole lot about this. Here's *some* thoughts on how to magnify
You might wish to post this in the mod forum. 7 deadly sins is a mod that many of us don't play. -- Retro
The former. -- Retro
I would agree with that in retrospect. A ladder is INTENDED to have the most skilled player float to the top, and handicapping would hurt that process. -- Retro