"mitigation is defined in the player file. shieldData shieldAbsorbGrowthPerDamage 0.001 shieldAbsorbDecayRate 0.0125 shieldAbsorbBaseMin 0.15 shieldColor ff8FD81D in other words 10 damage causes mitigation to go up 1%." quoted from: DeadlyShoe
octaviusviii
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Nice compositional work. Overall quite nice. It's a shame your system was unable to handle a higher frame rate as it would of really made this piece shine. Perhaps try doing another one on a friends computer with more horsepower behind it?
Thanks for the information Deadly Shoe. That helps. It still underlines the issue though that shield mitigation could use some adjusting. I'm just not sure about the linear "shieldAbsorbGrowthPerDamage 0.001" being the best way to implement the idea. It still may work better if its non-linear and/or was definitely more than 10 damage = 1% growth of shield mitigation. A higher damage amount per percent and/or non-linear progression would seem to encourage alternating targets more or spre
Thanks Yarlen.
If that is true then it seems as though the purpose of mitigation is not working the way the dev's envisioned it. As I believe they wanted to reduce the amount of focus firing going on. For mitigation to make more of an impact it needs to go up with the more ships or DPS hiting the target in a non-linear fashion. That way there would be a sweet spot or optimal firing solution. You don't want people thinking "oh well, those two light cruisers caused the shield mitigation to go up to 65
So how does shield mitigation go up? Is it the number of ships firing on the target or is it the damage per second the target is receiving? If maximum mitigation value is reached to soon/easily it kind of defeats the purpose of spreading your targets out.
Wow, that was impressive. Surprisingly good. If only all AAR's could be like that. You should do another one. Perhaps making it like a History channel special this time :) Hopefully Stardock/Ironclad see this. What a cool way to promote the game.
Man I love this game. There is so much more to it than you realize at first. Thanks for the info BigBadB. I really wish Iron Clad had explained armor and mitigation properly to people. I don't think most people understand it.
So how much does mitigation increase per ship firing on one target? There has to be a sweet spot for optimal take-down power.
Thanks for the info on the armor.
Ok I think I'm starting to get this. lets say 20 ships in my fleet vs 10 ships in opposing force. having all 20 ships focus fire on ship number 1 of 10 in opfor isn't as effective as having 2 of my ships per target firing on each one of the enemy ships? (I suppose it depends heavily on the situation) So many smaller fleets making up a task force really is the way to go as you can make that fleet much more effective than a large mob of ships. So don't focus fir
Fleets actually split their fire up I've noticed. The ships in the fleet don't all focus fire on a target unless you tell them too. Such as selecting the fleet leader and clicking on a target will cause them to focus fire. If you just jump into a system though and leave them alone they will automatically attack their best targets of opportunity.
so ...focus firing is bad? As you get diminishing returns on your damage per second or something?
I've noticed that there are a number of subtleties in the game that are not explained but should have been. In the dev journals there is finally an explanation and chart on counters and damage/armor types. Something that should have been in the manual. Glad I'm not the only one who doesn't understand shield mitigation. I was thinking of making this post myself. I do understand that the TEC have the best armor. The advent the best shields. And the Vasari the best anti-mitigation
I believe IronClad and stardock are on vacation/taking a break right now so they may not get to your email and save files for a bit. But yeah your dumps and saves/replays will help them a lot. I haven't had any crashes in single player (yet). Haven't played multi-player yet, but I recall people mentioning that in mp in general that crashes do seem to happen after awhile. So you may be on to something. Perhaps a desyncing issue? But I guess that would just disconnect the player and not
Large games take more memory. The longer the game goes the more memory is required. It could be that people in your group have insufficient memory to play after awhile. Thus they crash. I had a 16 star Large map with 10 players that took @1900mb of memory to run by mid game. Got rid of that map because I knew it would eventually run out of memory. Try running a 10 player game on a smaller map or try with fewer players. It will be more stable. The bigger the map and the more players and the longe
Has anyone played Moo2 recently? It seems a lot of people look at that with nostalgia goggles on. It was memorable but it wasn't that good it had plenty of flaws. Galciv2 and Civ4 (which I think trumps Alpha Centauri for the most part)have been the overall best 4x games I have ever played. I've played them all except Europa universalis or what ever its called.
I don't generally stick to one game for months on end. I like to rotate through favorites. SoaSE is definitely going to be in my rotation for a long time. It reminds me of another game a played a lot way back when. It was called Conquest:Frontier Wars. SoaSE is a better version of that game so I see myself keeping SoaSE on the hard drive a long long time. The game while it seems simple has a lot of subtleties to it that become apparent after playing for awhile. There's a lot of str
Billyjoeray A peace victory would actually be impossible in the game right now due to the way diplomacy works. [color="#FF0000"](rant on//They really need to overhaul the diplomacy model as while it's a nice idea and all it just isn't executed very well. It really breaks down and fails on large games with a full load of players. It's pretty stupid to be told to go attack a target that isn't a threat to your ally that is on the other side of the galaxy. That you personally have
I just realized today after testing out a 10ffa map that players who lose their planets are eliminated and there is no reliance on ships. Seems fine to me actually ( I originally thought I had to hunt down every last ship, glad I was wrong). There always needs to be allowed a chance to make a comeback if possible. Don't want to find the last planet the enemy has? Well as far as the AI is concerned IronClad is changing the AI to surrender when its getting close to being beaten. Other th
Has anyone figured out how much time it takes to phase jump along a certain length of phase line? If a phase line in GF is 30.5 or 80.9, how long does it take your ships to move along it? I don't want travel time to be too short yet I don't want it to take 5+ minutes either.
Just an FYI I use an elsa 7950gtx 512mb on windows xp sp2 using the 91.47 drivers. These drivers while older work well with everything. They aren't perfect as some newer games such as sins of a solar empire might develop graphical artifacts after several hours (3 to 6 hours) of game play when certain special effects are used repeatedly (it's a shader bug in the drivers that occurs when shaders are used in a certain way). This can be fixed by saving and restarting the game. This only ha
I would say the game should be over if you can't build anymore ships and are unable to colonize anymore planets. So it's possible for the game to end even if you have a handful of ships left (as long as they can't colonize). The game should still be able to go on if the enemy can bombard a planet and/or colonize it. I've already had and experienced some great comebacks in the game. Also Stardock/IronClad have said they are changing the way victory/surrender works in the game so
Unfortunately the cake would be a lie. an ending cinematic that looks like the intro would fit nicely but that's still a lot of work for a patch. Also it's kind of hard to put that much work into something when most people will just skip it after seeing it once. I suppose they could do a credit roll with an appropriate slide show of aftermath concept art fading in and out in the back ground. They seem to have a wealth of concept images for this game that are not actually