K1nes1s

K1nes1s

Joined Member # 2922393
7 Posts 72 Replies 484 Reputation

Schod, everything you said in your last post, I coverd In my above post, and I didnt even read your thread until I was done posting it. You saw what research I was doing, and thought you were smart by pointing out the next step of the process. That was a given. It was stated by eet before your worthless wall of text. Anyhow, there is the data. I did the math and made a productive, informative post. You just talk and sling insults. I guess every forum has to have a local idiot...

102 Replies 188,170 Views

If I had to take an educated guess at what point it is viable to start researching resource tech's, first I would have to decide how long I am willing to wait for the tech to pay for itself, and how much crystal and metal are worth in credits. So for shits and giggles lets say: A) I'm willing to wait 15 minutes at most for the tech to pay for itself. B) 50 crystal = 100 credits C) 50 metal = 100 credits The first Vasari tech costs 600 credits 50 metal and 100

102 Replies 188,170 Views

[quote]so now if you take that value and turn it into crystal, metal, and credits (assuming 100 creds= 75 metal= 50 crystal since that is about the usual values) how long would it take an empire with 5,6,7,8,9,10 crystal roids to pay itself off? [/quote] If you only had one crystal extractor (Vasari), it would take ~33 minutes for the first resource upgrade to generate the 100 crystal it took to research it. So obviously you would not want to research the tech untill you had the resourc

102 Replies 188,170 Views

[quote]the answer is obvious, ASAP as long as its not interfering with your other research. [/quote] If you reasearch this tech in the beginning of the game with one planet, one crystal asteroid, and two metal asteroids, you ARE NOT progressing optimally. Anybody knows in an RTS, resource managment early game is very important. Thats like queueing up 10 frigs as soon as the game starts. The money you spent on the 4th and 5th frig has NOT EVEN STARTED to materialize, when you could have

102 Replies 188,170 Views

[quote] I did not look far into it but it appears that extractors that do not orbit actual planets, (extractors orbiting asteroid colonies) did not recieve the tech bonus. Im going to do more testing on this to be sure. mica we went over this already... you cant readily see the effect, but its there. [/quote] Im going to test to be sure anyway. My idea behind these tests is to find out exactly when is ideal to research them. Given these result

102 Replies 188,170 Views

There is more testing that needs to be done. A quick first test showed that each level of resource technology will provide a 0.05 unit per second boost to each extractor, but I need to do a few more tests to be sure 0.05 is accurate. I did not look far into it but it appears that extractors that do not orbit actual planets, (extractors orbiting asteroid colonies) did not recieve the tech bonus. Im going to do more testing on this to be sure.

102 Replies 188,170 Views

[color="#00FF00"][B] Facts ******************************************************[/B][/color] (This data is from beta 4, Vasari, at normal speed) The Vasari resource upgrade techs do in fact provide a 5% increase per asteroid, per ~second. The TEC resource upgrades provide an almost 7% increase per asteroid, per ~second. The game "tics" ~twice per second. Asteroid colonies do indeed recieve the resource tech bonuses. A -10% allegiance

102 Replies 188,170 Views

From The Sins FAQ: Q. What do you mean by anonymous matchmaking? A. When you choose to search for a game in this format, Ironclad Online will examine the poll of other searching players and attempt to place you into a game of your selected type against an opponent or opponents of relatively equal skill. Games played in such a manner will count towards your standing on that format's competitive ladder. No need for myleague.

20 Replies 36,230 Views

[quote] As noted by others, if it wont work here, try logging in at forums.stardock.com or forums.wincustomize.com and give it a try there (odd but it sometimes works). Like I said, I've already tried that.....no joy! [/quote] Yep tryed that.

10 Replies 9,053 Views

If you have a long game where your opponent has the time and the distance to build up 8 carriers, it looks like your only hope is to build up your own fleet of carriers. I had a game like this the other night and the "Anti-bomber" beam frigs were a joke. What are other's thoughts on this? It would be sad if the game turned into mass carriers and attack move for the win...

38 Replies 22,728 Views

Yep it's pretty slow most of the time. I still cant upload an avitar. The upload button does nothing. If we get the influx of players we are all hoping for after release, it could get, omg, slower!

24 Replies 41,157 Views

Great review. I must say that the green/blue/red "skybox/skyspheres" are like a breath of fresh air when you start up a game. You should be building your first cap ship and sending your scouts to explore but you dont... Youre like "Wow Im in a green galaxy orbiting a blue star..." *rotate camera* - *zoom around* ... "Oh shit this is real time! I better do something productive..."

6 Replies 11,113 Views

[quote]Its a difference. How that effects the balance of power... We're still working out But, just to give an example, the Vulkoras (Kol analog) really wants to be int he thick of things -- run it right into the middle of the enemy fleet, and let it rip. One ability increases shield regen and weapons fire, while it also has a pa

38 Replies 22,728 Views

[quote]Kinesis, thats actually a known fact -- the "Dreadnought" style vessels have a lot more "forward facing" firepower, so they kill things faster. They pay for it by being a lot more fragile, so frigates can kill them easier. (Swarm dreadnoughts at their sides, or fly around to their rear.... that'll hurt them!) [/quote] Thanks for the info. That's an interesting tactic. I havent seen the differences between the two ships as far as side/rear facing weapons. Is the Kortal's side/rear

38 Replies 22,728 Views

I was doing some tests on the Vasari Cap ships and while the Kortal's (Kol analogue) average damage adds up to 81, The Vulkoras, (Marza analogue) who's average damage adds up to 63, continually destroyed the same ships faster. I also tested each ship with and without special abilities, and the Vulkoras still won. Neither ship has any special abilities that would cause me to choose one over the other, so for now, I say Vulkoras ftw.

38 Replies 22,728 Views