Yarlen Yarlen

Sins of a Solar Empire - Trinity/Diplomacy - v1.2 BETA Changelog

Sins of a Solar Empire - Trinity/Diplomacy - v1.2 BETA Changelog

The v1.2 BETA for Sins of a Solar Empire: Trinity/Diplomacy players is now available!  This update makes some changes to the game's engine and other core systems, so we're opting to release it as a beta before making it final.

IF YOU ARE NOT COMFORTABLE WITH USING UN-FINISHED UPDATES, DO NOT INSTALL THE BETA.

Since this is a beta, it may be buggy and do unforeseen things. If you're not able/willing to help test this out and risk strange things happening, please wait until we release the final version. ;)

WARNING: THE BETA WILL INVALIDATE YOUR EXISTING SAVE GAMES!

 


BETA 4 HOTFIX CHANGE LOG

  • Novalith should no longer cause infinite stacking debuffs on targets.
  • Research screens should now properly show fleet supply numbers based on game options.
  • Fixed a bug where autocast would not work for many abilities.
  • Fixed a data error where the Destra Cruiser had the wrong fleet cost.

 

 


 

BETA 4 CHANGE LOG

[ GAMEPLAY ]

  • Advent
    • Destra Crusader heavy cruiser now costs the correct number of fleet points.
    • Communal Labor will now passively decrease module build time with a buff that stacks on the orbit body with every constructor ship. (Buff will disappear if the constructor ship(s) are destroyed.)
  • Pirates
    • Pirate raid level escalation has been slowed down slightly for better overall progression.
  • Diplomacy
    • AI players will now place bounty on one another based on many factors including diplomatic relationship level, overall threat level and simply avoiding the raid in general (like most human players). This makes Diplomacy much more dynamic in general as you can really play factions off one another.
    • Missions that target or are issued by players who are defeated during the mission timer are now automatically cleared with no penalty for non-completion to the other player.
  • General
    • Detect Mines range for all scouts has been increased to 6,000 from 5,000. This should make it easier to clear out mine fields, assuming your ship doesn't jump in right on top of one.
    • Added a new AIUseTargetCondition for AntimatterExceedsAmount. This is being used on ships that steal antimatter to prevent them from autocasting on targets that are out of antimatter. If there are other abilities that could use better or new AIUseTargetConditions, let us know
    • Some fixes to make AIUseTargetConditions more effective based on feedback.
    • More mesh file fixes based on community feedback (thanks to all). 
    • Various other minor tweaks.

 

We expect this to be the last beta update for v1.2 of Sins of a Solar Empire: Trinity/Diplomacy. Please let us know of any major issues asap. Beta 4 will be released later today (Thursday - 3/10)

 

 


 

BETA 3 CHANGE LOG

[ GAMEPLAY ]

  • TEC
    • Strikecraft destroyed by the Dunov's Magnetize ability now give XP as intended.
  • Vasari
    • Jarrasul capital ship's colonize ability adjusted to avoid crash issue. Thanks to ZombieRus5 on this.
    • Disruptor Nanites ability now stacks correctly off missile defense platforms. 
  • Advent
    • Defense Vessel fleet cost reduced back to 4 points from 5, as intended. Thanks to in-the-sun on this.
  • Pirates
    • After the fifth pirate raid, pirates will be able to purchase two upgrade levels per raid if they have sufficient credits. (This is a work in progress to adjust scaling of Pirate strength.)
    • Pirate planet's base population has been boosted slightly (for increased income).
    • Fixed a memory access error in the Pirate mission system.
  • General
    • Tips that weren't being properly loaded should now appear.
    • Various fixes for old crash bugs (thanks to the community on these).
    • Various fixes to mesh files (thanks to the community on these).

 

 


 

BETA 2 CHANGE LOG

[ GAMEPLAY ]

  • TEC
    • The Marza's Incendiary Shells ability will now correctly refresh itself with each shot and stack up to 3 times, as intended.
  • Vasari
    • Orkulus Phase Gate upgrade will now work at stars.
    • The construction boost passive of the Jarrasul colony capital ship now spawns extra construction ships over time, as opposed to all at once, to try and avoid crashes in the physics system.
  • General
    • Starbases with trade upgrades will now work properly at stars.
    • Resolved a case where ships set to auto-explore would attempt to travel to other stars without phase jumping. We'll need more info on this one if there are other instances where players see this happen.
  • Pirates
    • Fixed mission timer bug where the timer wasn't properly syncing up to reality (i.e., the timer said a player couldn't place another mission when they could.)
    • Pirates will now notify the player if they successfully complete a mission.
    • Fixed a problem with pirate raid defs that could cause odd behavior for high level raids.
  • Misc
    • Fixed some misspellings in various data files.

BETA 1 CHANGE LOG

[ Engine ]

  • The game engine has been updated in order to free up more texture memory. Players should generally use no more than 1.3 GB of RAM on Huge maps with all races represented now. We're very interested to see what everyone's experiences are with this, so please post back and let us know. You can find the total by alt-tabbing out of the game and hitting Ctrl+Shift+Escape, select the Processes tab and look for Sins of a Solar Empire Diplomacy.exe.

[ Gameplay ]

  • Pirates
    • The Pirates system has been completely overhauled with this update. Rather than relying on random upgrades which could result in a huge power curve, the Pirates will now scale gradually in abilities, fleet size and power as a game progresses.
    • The size of the Pirate fleet is now based off of the current raid level (Low, Guarded, Elevated, High, Highest) and there are now preset fleet compositions for each.
    • Pirates now take into consideration the total amount of bounty on offer before sending out their fleets (at High and Highest raid levels). If there isn't enough booty on the table, the Pirates will send out a smaller fleet. This is to prevent 250 credit cheese scenarios that could spawn a massive Pirate incursion.
    • Pirates have the opportunity to purchase upgrades after every launched raid. There are 20 levels of upgrades available to them which include bonuses to Armor, HP, Weapon Strength, Weapon Range; plus special abilities including Intercept, Quick Jump Calculation, Timed Explosives, Heavy Fallout, Embargo Planet and Sabotage Reactor. Basically if you let the Pirates live in a really long game, they will become very nasty indeed!
    • The Pirate mission system via diplomacy has been updated. Players must now pay a pre-set credit amount to generate a raid (same fleet composition as for bounty-spawned raids). This eliminates the guesswork of paying too much/little and not quite knowing what you'll get (and makes issuing raids generally quicker).
    • The Pirate base's population upgrade will now properly increase population growth rate.
  • TEC Balance
    • Kol:
      • Gauss Blast: Reduced AM cost from 75 to 50/55/60; increased damage from 325/650/975 to 400/725/1050.
      • Flak Burst: Range changed from 2400/3000/3600 to 3000/3300/3600.
      • Finest Hour: AM regen reduced from 5 to 3; HP regen increased from 10 to 15.
    • Dunov:
      • EMP: Range increased from 4500 to 4500/5000/5500; AM cost changed from 100/90/80 to 90/90/90; cooldown reduced from 50/45/40 to 40/35/30.
      • Magnetize: Max affected strikecraft increased from 8/12/16 to 12/20/28.
    • Marza:
      • Incendiary Shells: Stacking limit increased from 1 to 3.
      • Missile Barrage: Range reduced from 10,000 to 8,000.
    • Hoshiko:
      • Demolition Bots: Changed needsToFaceTarget TRUE to FALSE.
    • Novalith Cannon:
      • Cannon shots now cause a planet to suffer 100% reduced trade income. This effect will no longer stack.
  • Advent Balance
    • Radiance:
      • Animosity: Increased max targets from 8/16/32 to 12/24/36; effect now channels every second over 20 seconds instead of being an instant action so new targets entering the AoE are hit; auto-cast will only activate if 3 or more enemy ships are in range.
      • Absorptive Armor: Increased armor bonus from 1/2/3 to 2/4/6.
    • Rapture:
      • Vertigo: Increased range from 4500 to 4500/5000/5500.
    • Revelation:
      • Guidance: Now a triggered, caster-based area of effect that affects friendly capital ships, frigates and structures. AM cost is now 90/100/110; range is 8000/8000/8000, cooldown is 50/50/50; buff applied grants 25%/25%/25% boost to ability cooldown rate, duration 20/30/40.
      • Clairvoyance: Duration increased from 90/120/150 to 90/150/210.
    • Communal Labor: Allows constructor ships to buff the rate of whatever a structure does (i.e., ship building) by flying within range of it. (NOTE: Sorry, this didn't make it into BETA 1.)
  • Vasari Balance
    • Jarrasul:
      • Colonize: Now grants additional constructor frigates instead of a structure build rate bonus. Gives 1/2/3 constructor frigates for 360/480/600 seconds.
    • Skirantra:
      • Scramble Bombers: Reduced expiry time from 120 to 75; reduced cooldown time from 35 to 30.
    • Antorak:
      • Distort Gravity: Reduced cooldown from 45 to 40.
    • Vulkoras:
      • Phase Missile Swarm: Increased range from 5000 to 6500; increased max targets from 3/5/7 to 4/8/12.
      • Assault Specialization: Increased bonus damage from 60/120/180 to 90/180/270.
    • Stilakus Subverter:
      • Shield Disruption: Reduced Phase Missile Block reduction from 25% to 20%; reduced Shield Mitigation Reduction from 10% to 8%.
      • Distortion Field: Reduced radius from 2000 to 1600.
    • Kostura Cannon:
      • Will no longer damage and stun enemy ships.
    • Orkulus:
      • Debris Vortex will now only activate when debris is in range of the effect.
      • Debris Vortex's second level will now unlock correctly.
    • Raider Xenophobia:  Tech moved to level 5; reduced from 2 upgrade levels to 1; will now reduce the Pirate fleet size sent against the player by 1 level (i.e., an Elevated level fleet size becomes a Guarded level fleet).
    • Pinpoint Bombardment: Increased range bonus from 0.1333 per level to 0.6667 per level.
  • Diplomacy System
    • The Aggressiveness Rating for all players has been changed to be a random value between -1.5 to +2 (from -2 to +2).
    • The calculation for Military Presence has been updated to look at the ratio of the players' used fleet points instead of just overall fleet points. This should make the overall diplomatic rating more balanced overall, especially at higher difficulty levels. We'll be looking for feedback on this.
    • Added a new Trade Bonus modifier for diplomatic relations. Players who have a Trade Alliance will slowly gain a positive diplomatic relations bonus with one another as trade ships reach foreign ports up to a maximum of +2. If the Trade Alliance is ended, this bonus will decrease gradually back to 0.

[ AI ]

  • The AI will no longer max out all of its gravity wells with mines. Mine building is now based on AI type. This should help reduce memory use and improve performance.
  • Fixed bug where the AI would form a Pact, break it, and then immediately reform it if the players' relationship value dropped to a certain level repeatedly.
  • The AI will no longer send Envoys to non-aligned gravity wells where the player controls a resource (i.e., if you controlled a neutral extractor at an asteroid belt).
  • AI players will no longer "spam" the player with mission requests after a mission has been rejected. Each rejection will cause the AI to wait four minutes before offering another mission (culmulative up to 10 times for each consecutive rejection).

[ Interface ]

  • The far planet icons that show up when far stars are visible are now turned off by default. Hovering your mouse over the far star icon will now show the far planet icons (if visible). Alternatively, holding down ALT will now show all visible far planet icons.

[ Misc. ]

  • Fixed a couple errors in the entity files that would cause the game to crash.
  • Ability PhaseOutHull will now play the proper sound effect.
  • Adjusted max dot for graphics to 0.95 from 1. This should largely eliminate the strange white lines that would appear for some players on the edges of ships/structures. Special thanks to Aractain and Kitkun for this info!
  • Missions can now be rejected so long as there's at least half the original mission time remaining.

 


 

To update to the BETA, run the Impulse client and once you're logged in, click the blue button in the upper-left corner.  Check "Show pre-release versions" and that will display the beta update. Update the game via the Update or My Games tab and that's it.

How to provide feedback

For gameplay related feedback, please post it in a new thread on these forums. One issue per thread, please - that'll make it easier to keep track of things.

If you encounter a crash or a multiplayer desync we will need you to send in some information to [email protected].

For crashes: Send us your PC's dxdiag report, the Sins mini-dump file, and your latest save game. Please also provide us with any information or details you can about what was going on before the game crashed and if the issue is reproducible.

For desyncs: We will need the last saves for all the players involved and as detailed a description of what was going on at the time the desync occured. Also, please indicate if the desync is reproducible from your last save point.

1,625,108 views 716 replies
Reply #301 Top

Quoting in-the-sun, reply 296

[quote who="Yarlen" reply="294" id="2890715"]

[quote who="SithLordAJ" reply="289" id="2890603"]yeah, I'm not sure whats going on with the pirates and that immediately guarded level thing. maybe fleet size? I'll do a test where I dont expand and dont build ships, just chill and see what happens.

Now, if we want to make bidding less important in the early game, we could tie the effectiveness to the sum of all player's fleet size. as the game goes on and bigger fleets are on the board, the bidding becomes more influential. Heck, you could lock bidding at first if needed.

We actually didn't touch this portion of the Pirate raid code at all. It's based on all the things happening in game - trade, fleet points in use, number of settled planets, etc. 

Keep the feedback coming!

[/quote]Yeah I saw you said that in this thread before. However, it does feel like it gets higher quickly than before. I had that feeling on every game I played with pirates on. Weird...

[/quote]

I agree, pirates seems to be escalating pretty quickly now.

Reply #302 Top
  • I can't save the game or any recordings under a new name. Keyboard works (I am typing right now :), I also tried rebinding some keys just to make sure the game recognized it, and I can save over a game/recording I already have, but if I try to type a file name into the text box nothing appears.
  • Got a crash. message said R6025 - Pure Virtual Function Call. Before closing, I looked at the RAM usage and it was @1.27 gb. I'm not sure if it helps, but I was alt-tabbing alot at the time this occured. If i could find a crash log, I'd send it in.

 

Disclaimer: I have no idea how the pirate system is supposed to work seeing as it just changed and I've always had it off before.

  • So I ran a test in which I had the small fleets/no quick start/all settings on slow. I didnt do anything but stand there against 1 Vicious AI (thought the cheating might give him enough credits to throw at the pirates). It went from low to guarded immediately on his 2nd planet acquisition. So he had a total of 3. Same thing on another matchup. So I ran the same map with 2 AIs. It went from low to guarded when an AI grabbed his 2nd planet acquisition (other had only acquired 1 so far). So he had a total of 3 and the other had 2. My guess is that the trigger is (total number of planets owned by all players/# of players)>=2 and it escalates to guarded. So, it obviously will jump to guarded fast. I confirmed this by rushing for an acquisition and it jumped up once everyone had acquired 1 planet (total of 2 each)
  • the low level raid = 20 Pirate rogues. The next level involves 10 Cutthroats, 5 Corsairs, and 11 Rogues. The odd number of rogues is indicative of another variable upping the raid size a tad, in my opinion.

Now, as I said I don't know how it's supposed to be, but I usually dont have 20 of anything by the time I have my second planet. Of course between my first capital and the rest of my fleet I could *probably* take them. but it will take some time.

However, by the numbers (with my awesome sandbox calculator), on a low fleet level (75 supply w/o upgrades), I can get 18 disciples. If I hocus pocus make them not shoot at me at all, it would take me 250 seconds to kill them all, where as they kill me in 72 seconds (shield mitigation not taken into account). on a normal fleet level (100 supply w/o upgrades), I can get 25 disciples and I do alot better and can kill them in 180 seconds, but they can kill me in 100 seconds (again, w/o mitigation taken into account). On a Large fleet level (125 supply start), I can get 31 disciples and my time to kill them is 145 seconds, but I am killed in 124 seconds. If mitigation is taken into account, my guess would be that I would defeat the pirates with the 31 disciples, but the cost: 2 minutes of fighting, 7750 cred and 1240 metal and it would basically be lost as I doubt many would survive the fight.

Mean while, my opponents have moved on to other planets and probably made enough money to send the pirates after me again, and oh yeah, btw they are at the next level now and have HCs. My calculations say I could take this raid with 42 disciples (the cutthroats make it easier), which I would need a fleet upgrade to do.

 

 

Reply #303 Top

I think the Vasari anti-structure gap should be filled. When i play late games against Tec or Advent they often spam anti-structure ships and wipe out everything around the planet in a matter of minutes. I also always wanted to know if the Phase Missle Swarm on the vulkorus were meant to actually be phase missles?

Reply #304 Top

Its impossible to make the ability relate to your phase missile research. So either all the damage goes through shields or none of it.

Advent anti structure cruiser is pathetic, but even the TEC one takes a lot of fleet supply. So if you're Vasari you have no excuse for not being able to defeat a fleet with a large portion of those.

Reply #305 Top

When i play late games against Tec or Advent they often spam anti-structure ships and wipe out everything around the planet in a matter of minutes.

This is very true for the Ogrov; it's one of the strongest units in the game and one of TEC's few late-game strong points.  However, this is completely untrue for Advent; the Adjudicator is largely worthless currently, and Vasari is in a much better anti-structure position overall.  Their phase missile equipped bomber is absolutely awesome against starbases, and their Orkulus gives them a good (if expensive) option to fall back on.  You also have some nice capital ship combos that can solo starbases with few upgrades.  Advent really has no options except bomber spam or battleball.  If the enemy has security override, mass disorientation, or meteor control, that precludes the battleball option.  If the enemy has phasic traps, that precludes the bomber spam option.  This leaves Advent's approach to fortified positions extremely inflexible and predictable.

If anything, it's ADVENT that needs help against structures.  Vasari isn't on the same level as TEC with their wonderful Ogrov, but they still get the job done.

Reply #306 Top

Actually advent starfish is great against phasic traps if you can pull it of and guy doesn't subvert you. When I play vasari against vicious AI I'm much more afraid of advent starfish than TEC ogrov.

On another note I have a question for you deliverance engine specials. Does attack and culture generation effects stack or even if it hits with 2 or 3 engines at the same time it still counts as 1???

Reply #307 Top

On another note I have a question for you deliverance engine specials. Does attack and culture generation effects stack or even if it hits with 2 or 3 engines at the same time it still counts as 1???

No and yes.

No: The damage that's done is only .25, nothing in the grand scheme of things...  That does not stack.  However if your shots are greater then 2.5 seconds apart, then that damage will be applied every single hit.

(In my own personal mod, I added teeth the the DE by changing this to have 50 damage to ships and a 10 second interval time.  Since the Vasari lost that ability, it now stands that in my personal mod the Advent hit and kill ships, the Vasari hit and kill structures, and the TEC hit and kill planets.  Each has their own specialty now with the secondary effect of culture spam, phase gate, and trade income suspending respectively.)

Yes: The culture spread rate does stack.  You get a +5 spread rate for 150 seconds each hit.  Pounding away can have the nasty effect of taking away planets from poorly prepared opponents, forcing a player into early retirement from the battlefield if they lose them all.

Reply #308 Top

I personally like the idea of the Deliverance Engine being not very useful used alone, but help a fleet on a fight, this adds to the Advent synergy. So I like the general idea of culture boost and damage bonus, culture boost removes the opponent's culture bonus if you're on the offensive, gives you your own bonus, plus a bonus damage output.

It sounds cool to me, however this weapon is probably the most expensive to research, and the only one being on a civilian tree, so having it will take you a big amount of logistic slots since you also generally want a fair amount of military research...

I think a good way of making it more worth the effort would simply be to buff it's effects : add a bit of culture boost (a bit), maybe make it increase a bit the maximum allegiance decrease rate on the planet it is fired at, buff the damage output to 30% (or leave it at 25% or below and make it stackable to a certain point, would be fun and powerful to be able to have +40 or +50% on multiple shots), and/or maybe add a 2% mitigation bonus on top of damage output... Maybe make it last a tad longer...

All this, depending on how it's combined, could make it a rather powerful thing, remaining in the Advent synergy idea, making it not powerful if you don't combine it with a fleet, but possibly giving you the decisive edge if you do...

Reply #309 Top

Quoting Greg30007, reply 306
Actually advent starfish is great against phasic traps if you can pull it of and guy doesn't subvert you. When I play vasari against vicious AI I'm much more afraid of advent starfish than TEC ogrov.

Yes the Starfish are brutal against support structures. I think that was the intent. Pound away at the support structures while the fleet engages a now solitary starbase.

Reply #310 Top

No: The damage that's done is only .25, nothing in the grand scheme of things... That does not stack. However if your shots are greater then 2.5 seconds apart, then that damage will be applied every single hit.

Err., the .25 is a 25% damage bonus to friendly capitals, frigates and strikecraft and not a direct damage against enemy ships...

Reply #311 Top

the DE already gives a mitigation bonus due to the culture research you have to do to get it. It's powerful and helpful in it's current form, just not enough to be worth the extra research, money, and time.

as for the starfish, I think it should get an ability to either focus all their weapons together (so that the banks facing away from the target can fire). Or it could get an ability that simply ups the damage for a small amount of time. Or it could have another gun added (in the center) that has a much longer cooldown (im thinking the phsycic blue plasma of love that the upgraded starbase fires, but much less damaging)

Reply #312 Top

The problem with starfish is the cost...they serve a very limited purpose, and are easy to kill, meaning that you are almost always better off paying for the construction of other units, mainly HCs, bombers, or illums....the AI's use of starfishes is not a good comparison...sure, they may be devastating to you, but they cost the AI a hella lot more to build (and will be expensive to replace)...this isn't an issue for high level AIs because they essentially have infinite resources, but it is an issue for human players, so just be wary about that...

Honestly, a simple cost and fleet supply reduction would be more than enough to make the starfish competitive with ogrovs...

Reply #313 Top

Quoting SithLordAJ, reply 311
the DE already gives a mitigation bonus due to the culture research you have to do to get it. It's powerful and helpful in it's current form, just not enough to be worth the extra research, money, and time.

Yeah I know that, I was suggesting an additionnal bonus...

Reply #314 Top

Actually advent starfish is great against phasic traps if you can pull it of and guy doesn't subvert you.


The problem is that ANY combat frigate can do this if the enemy fleet isn't guarding the location.  The adjudicator is quite fragile and easy to kill and of no help in a real fleet battle, so I honestly think you're much better off putting your money into general-purpose ships and using that to "brute-force" your way through the defenses.

At the end of the day, it's the enemy fleet that's going to be the real challenge; unsupported static defenses is always going to be child's play to take down with a sufficiently large force.  I do not have any faith in the adjudicator's ability to withstand a reasonable amount of fleet-based resistance, which is why I disregard it as a viable unit in general.

For TEC, the Ogrov offers you single-target damage at exceptional range at a reasonable cost.  This makes it far more viable.  The Adjudicator's damage is spread out so it will be absorbed better by repair, and their cost is much higher so if there are defenders there it is more than likely the adjudicator will die first.


It sounds cool to me, however this weapon is probably the most expensive to research, and the only one being on a civilian tree, so having it will take you a big amount of logistic slots since you also generally want a fair amount of military research...


This is essentially the problem; you have to shove out a ludicrous amount of prerequisites to access this superweapon.  It doesn't help that the Advent civic tech tree is woefully barren beyond the third-lab level.  The culture techs are good, and allure of the unity is good, maybe a couple of pacts, but that's it.

The DE is actually very good in the Advent mirror match, where it can deprive your enemy of their mitigation bonus while giving you your own.  This is a brutal swing because Advent mitigation at this point in the game can hoover at 90%+ when maxed out.  Mitigation is one of the few game mechanics that features accumulating returns, so the higher mitigation is the more powerful a 1% swing is.

Against TEC... you REALLY should have the game in the bag by this point by sheer frigate power.  TEC shouldn't be seriously challenging you once you have both a battleball AND a concentration-buffed carrier swarm.  Although with the new and improved novalith they should have some more late game staying power.

And against Vasari... the big problem remains phase missiles, so it actually makes little sense to invest in your mitigation in this matchup, weakening the DE.


One of the biggest things Advent could get is some love to their 4-7 level civic technologies.  It wouldn't be enough to cure the deliverance engine, but it would soften the otherwise "dead labs" you have to plot down to access it.  A good target would be resource focus, which currently requires investment in the mid-5-figures range just to become profitable. Most of the time, investing that much $$$ in fleet will win the game outright, and just to get a minor improvement over what basic unupgraded trade port operation offers?  Yeah...

Reply #315 Top

Mitigation is one of the few game mechanics that if it says 100% it means 100%. Found that out with modding Distant Stars. At the upper levels of research the Advent became invincible while in its own cultural area with +100% mitigation. I found that 94% is the thin line between OP and not OP.

Reply #316 Top

The problem with Phase missiles is that it bypasses Mitigation. If they didnt bypass this, then you wouldnt have such a massive power curves on Vasari vs Advent.

 

Maybe this is something that needs to changed or at least looked at. There nothing wrong with damage going straight to hull, but it might be the mitigation bypass thats crippling.

Reply #317 Top

Maybe this is something that needs to changed or at least looked at. There nothing wrong with damage going straight to hull, but it might be the mitigation bypass thats crippling.

Ding Ding! This is definately the value/problem with phase missiles, It's not enough that they bypass shields they also bypass mitigation and still are capable of a 20% damage boost on the normal TECH tree. Most weapons are only eligible for 30% and still have to go through all shields/shield restore rate/shield mitigation. If shield mitigation acted as a natural phase missile block, we'd be golden. Sure you can bypass shields, but your chance to bypass goes down as shield mitigation goes up.

Reply #318 Top

An idea for the pirates would be that their force size and techs only level up after a successful raid (I.e the planet is destroyed and their are multiple surviving ships to return back to base) Another factor would be cool is if the pirates get defeated routinely while on raids that their overall force starts to decrease and they become less active over all. (Hey who wants to be a pirate if your chances of dying on a raid are very high with low returns?) And perhaps the fleet guarding the base would decrease as well.

Or many defeats could cause the pirates to go after the trade and refinery ships (like the pirates do in the real world)  And they could get added loot from that which over time would increase their numbers depending on how many trade ships they can destroy and how many survive to return back to base.

Reply #319 Top

I found that 94% is the thin line between OP and not OP.

Yup, mitigation of 94% means you take only 6% damage.  Mitigation of 95% means you take only 5% damage.  The value of each point of mitigation at this level grows exponentially.

The problem with Phase missiles is that it bypasses Mitigation. If they didnt bypass this, then you wouldnt have such a massive power curves on Vasari vs Advent.

This is the big problem.  As Advent pushes its mitigation combos higher, phase missiles work out to an obscene damage bonus, something like 600% damage increase in a worst-case scenario.  How can we get Advent vs TEC and Advent vs Vasari both balanced with a feature like this on the table?

Reply #320 Top

while I am an advent fan, and do agree with a tweak to phase missiles, I do not agree about the part with shield mitigation being factored in. I might be completely off in this regard, but I see a balance in that the Advent shield technologies give them an advantage over TEC, while its a weakness against vasari due to the phase missiles. And I am okay with it being setup this way as long as there is a way to make up for it. If mitigation were factored in, against both factions you would just want to up your mitigation tech. It would lose that rock-paper-scissors approach.

I would say armor should be a big factor in phase missile damage. That way, phase missles are an advantage over Advent, but are a weakness against TEC due to their strong armor techs. Now, advent do have some armor upgrade techs available to them, so they can grab those to level the playing field.

Hmmm... you know I am kinda suggesting that armor is the TEC thing, shields is the Advent thing, and phase missiles is the Vasari thing. And thats a strange comparision because both the TEC and Advent's 'thing' here are defensive, whereas the Vasari's is offensive. Also, all factions have shields and armor (though there's different amounts), but only Vasari have phase missiles. Is this the nature of the beast?

You know, if I were in charge of things I would make the Vasari's phase missiles shield by-passing, the TEC's missiles armor penatrating, and the Advent's beams shield depleting. I think that would even it out between the three of them assuming the Vasari had some defensive tech on the level of the TEC's and Advent's mentioned above. But oh well, that aint gonna happen. Too much to change.

Reply #321 Top

the Advent shield technologies give them an advantage over TEC, while its a weakness against vasari due to the phase missiles. And I am okay with it being setup this way as long as there is a way to make up for it.

In principle, I agree with this fully.  In practice, a 30% chance to ignore a 90%+ damage reduction is just out-of-this-world good.  There's literally nothing we can give TEC that would be remotely comparable, and it doesn't help that they don't have support cruisers like the subverter or guardian that can shut down or toss around the enemy fleet.

That way, phase missles are an advantage over Advent, but are a weakness against TEC due to their strong armor techs.

It already DOES work this way in practice.  Although there's no "hardcoded" advantage here, the higher hull/armour/repair value TEC units bring to the field means that phase missiles affect them relatively less than Advent ones.

and the Advent's beams shield depleting

Kinda worthless, since the other two factions have pretty crappy shields which they never upgrade.  Particularly in longer battles, it's not uncommon to see capital ships running around with 100 shields remaining and full hull since they're being constantly repaired and their shield reserves just can't keep up.

Reply #322 Top

In Distant Stars you really see the whole TEC beats Vasari beats Advent beats TEC due to the increase level of research.

Reply #323 Top

while I am an advent fan, and do agree with a tweak to phase missiles, I do not agree about the part with shield mitigation being factored in. I might be completely off in this regard, but I see a balance in that the Advent shield technologies give them an advantage over TEC, while its a weakness against vasari due to the phase missiles. And I am okay with it being setup this way as long as there is a way to make up for it. If mitigation were factored in, against both factions you would just want to up your mitigation tech. It would lose that rock-paper-scissors approach.

Well, mitigation is really Advents shield superiority. If mitigation did affect phase missiles then Advent would only really be at an advantage mainly in their own culture which of course would give value back to the DE.

Even with mitigation applying the first assault from Vasari before mitigation kicks up would still be brutal for smaller ships and then would face diminishing returns when attacking something with more hull like a capital or starbase. Vasari would still be kings of destroying frigates but would come back to reality on larger ships.

Not saying it would happen but I still see how bypassing shields and not shield mitigation would be powerful still.

Reply #324 Top

The Deliverance Engine is useful in the right situation. I recently had an Advent mirror match against a vanilla Normal AI at Agamemnon's Bounty, I conquered my home system and the Agamemnon system itself including the wormhole, then took the enemy's Ice, and used a lot of Deliverance Engines to get the job done (I got Advent Harmony Researcher). If you target the right planet, and have a foothold with Temples of Communion in an enemy system, it can be a powerful tool for achieving victory. While my scenario is idealistic, the applications are very real.

Reply #325 Top

Any love for the Entrenchment crowd :) Would love to know whats up :) And I know you guys are hard at work with the next expac so I wont bug yall to much lol