Lord Elvewyn921

Lord Elvewyn921

Joined Last seen Member # 7417089
7 Posts 23 Replies 194 Reputation

Minor addendum while I think about it - I'm not sure diplomacy would work with an enemy that's mindwiped slaves or something of that nature. If the 4th faction is the threat that wiped out the Vasari Empire and chased them ever since, or related to it, maybe it's precluded from accessing the diplomacy function? Something like the Kra'hen Empire of Imperium Galactica 2 for instance - they got bonuses to ship and starbase production, but couldn't use diplomacy, spying, or trad

5 Replies 13,837 Views

Vasari Alliance already get Advent Shield Burst via Reverse Engineered Shields, a Tier 3 tech that grants +15% Max Shield Points, as well as +15% Shield Regeneration albeit at a cost - regenerative shielding is interfered with while the burst is charging. They also get a TEC armour upgrade - Armour Restoration at Tier 4 which grants +15 Armour Strength and +15% Max Armour Points. Hybrid faction ships and the like would certainly be interesting. What might an Allian

5 Replies 13,837 Views

You're complaining about consumables which are intended to have limited charges then vanish. The only way around it that I can imagine would be to have an option where you can set them to auto-purchase a replacement, sort of like scrolling through TEC Enclave garrison commands - offensive, defensive, or stay home. Perhaps a default setting of expire on use, and an alternate of reorder after consumption? Some permanent items already do have passive v active states, though that is automatic.</p

1 Replies 4,820 Views

In my experience even sending hundreds of thousands of resources doesn't get you anything. The only way diplomacy 'works' is seeking a ceasefire upon first contact in the early game. If you get cease fires then you can eventually get shared vision and a full alliance over time from one of those players. But even that is temporary. In the final stages on an 8 player map, my ally broke the alliance to stab me in the back despite being vastly weaker. Why? I've no clue - it

5 Replies 13,837 Views

According to the infobox for the Cutthroat map there are only 6 planets, while the text says there's 2 hidden artifacts. I've yet to play the map properly but I had an ultraquick look because a 6 planet map sounded truly tiny and I was curious. Was there a typo? Should this 6 actually be a 16? Here's a screenshot:

2 Replies 5,454 Views

I recently played a match as the Vasari Alliance in which I found and colonised a Ship Graveyard. When I tried to construct planetary items however I found that there were no Vasari economy, defence, or support options listed, the only option I had was a Pranast United Unassailable Fortress I'd purchased. I'm assuming the other reputation or auction items could also be slotted in though I've not tested this. Based on the SoaSE2 wiki ... The TEC can apparent

1 Replies 1,283 Views

Some people love PvP, sure, but note that I said a lot don't. It's not mutually exclusive. Yes you can speed up the economics, research, ship construction to speed up gameplay, but that's not really an issue. Increasing game speed up to 10x is possible, but multiplayer doesn't permit speed changes - once it's set it's set. Frankly 1x speed can be too fast at times. Yes you could truncate a long game into a quick one - certainly the Replay option works that way, but bein

9 Replies 28,702 Views

I agree this patch seems to have a heavy pro-Advent bent. As a mostly Vasari Alliance player it does seem like they're really getting the short end of the stick!!! The TEC uses limited trade port slots to get bonus resources, and\or as an alternate to orbital mining. Advent build Unity temples to gain special powers - recon, AoE DoT, AoE Slow etc. Current Advent Unity requirements are 2x3x(1+2+3)=36 points but the value varies

4 Replies 7,398 Views

Your premise is that people like PvP. The reality is a lot of people don't. That means either co-op with friends, or risking a PUG, else sticking with solo play. If timezone or internet connection is a problem offline play is especially important. SoaSE2 matches are also fairly time consuming. We've one match we're something like 7 hours in and still not finished. Because of extreme lag and desync issues lategame on the part of one player we may never get around to fini

9 Replies 28,702 Views

I don't think I've ever seen the AI do this - the economy and empire is always developed. Now defences on the other hand, those are indeed a problem. Most planets have few to no defences, and even when playing TEC Enclave the AI doesn't garrison its worlds. An extra free 500 supply + 500 supply from all neighbouring garrisoned planets, would really change invasion dynamics!!! I don't think I've ever seen double starbases either. Nor starbases outs

11 Replies 10,738 Views

Bearing in mind I don't have the DLC, and usually don't play TEC, doesn't it really come down to casualties? If large garrisons suffer few casualties whilst defeating enemy forces while small garrisons suffer heavy casualties whilst defeating enemy forces, the faster build time may not make up for the larger number of replacements needed. Ultimately what matters is not ship build time, but total time to fully restore the garrison the system. Your turrets and starbase(s)

2 Replies 5,827 Views

Whilst playing a 5v5 humans v AI on Random 10 Player - Multi Star with 7 stars, at least 212 colonisable planets, plus wormholes, dead asteroids, antimatter fountains etc, we ran into a serious sync or perhaps lag issue - one player was up to 90 seconds behind at times, though pausing the game allowed him to catch up. Because of the discrepancy what he saw at times apparently differed to what the rest of us saw, as if his game started 'thinking for itself' rather than simply echoing what the

0 Replies 1,148 Views

Is this trolling or serious? You claim the TEC is built around short-range forward-facing firepower, that there's no long range missile ships, no broadside cruisers, and no (utility) support ships. What of the Javelis missile cruiser? It's a long a range missile cruiser akin to the Vasari Kanrak Assailant, or perhaps the Advent Exoria Illuminator. You also have the Ogrov Torpedo Cruiser, but that's a fairly niche ship. And of course there's the Marza Dreadnought whose Missile Barrage

2 Replies 7,035 Views

This ties somewhat into the 'Artificial intelligence is too easy and other things I would like to see in the game' thread (https://forums.sinsofasolarempire2.com/534660/artificial-intelligence-is-too-easy-and-other-things-i-would-like-to-see-in) but I've noticed the AI doesn't really build defences until late in the game, and then while it does invest (to the limit of its military slots I think) it doesn't do it intelligently. AI placement of defences is basically the same as human au

0 Replies 3,618 Views

Not sure if this is a bug, a glitch, or by intention but the criteria for There Can Only Be One don't appear to be what it says they are. According to the achievement text you have to kill off 5 minor factions. I did this on Buzzsaw - 10 player map with 6 Pirate factions, but never got the achievement. I tried again on Ashred - 8 player map with 1 of each faction type (Pirates, Aluxian Resurgence, Pranast United, Jiskun Expeditionary Force, Viturak Transport Cabal)

1 Replies 1,869 Views

As I understand it, it depends on race and tech. The basic principle is whatever gets killed in a gravity well provides experience that is divided amongst opposition capital ships - this can include allies, not just ships from the player who gets the kill. I think derelicts and wrecks provide XP only to capital ships within their circle of influence, not the entire gravity well - again allied ships may benefit. The TEC has a tech that allows for all capital ships to benefit fr

2 Replies 9,022 Views

Have you tried running any sort of monitoring software e.g. MSI Afterburner, to see if there's any sort of CPU\GPU\RAM overloading, overheating etc, especially at the 1 hour mark or so? What does the blue screen message actually say? There should be some sort of code specifying the issue. Have you tried playing with radically reduced settings? If you disable most of the settings and run everything else on low, do you still get an error?&nbsp

5 Replies 7,471 Views

Since the last post worked, I'll endeavour to cover the points I raised in my lost 4th faction and end game musings. Sorry this one will be long too. Hmm maybe I can drop in some Spoiler sections so folk can extend\skip content as they like? It'd make it easier for folk who want to simply scroll past this entire post! (Sorry, the Spoiler tag doesn't seem to be working for me. Anyone know how to get it to, or if it does?) So what do we know about the Vasari's unk

10 Replies 26,096 Views

Random musings on end game content - I'm skipping the 4th option as I'll do a separate post for that. I actually did do a very long and time consuming post, but when I tried posting my account logged out or something. (Not sure if it's just me but logging in here seems incredibly glitchy!!!) aigor85 notes that after the AI's main fleet is destroyed and you're advancing it won't pump out defences, and bases on planets are barely developed. Yes Zerg rushes can work - in f

10 Replies 26,096 Views

I actually ran into Marauder spam in my last AI match. Now that was really annoying!!! Unlike some 'attacks' which are pretty obvious, Phase Out Hull simply freezes its target for 3/6/9 seconds and there's no obvious sign, other than your unit just not moving. When you're retreating from a superior force it can be really frustrating - run you stupid suicidal moron run!!! POH is nowhere near as powerful as the Advent Revelation Battlecruiser's Reverie - 15/30/45 seconds of

6 Replies 14,405 Views

Yes I experienced that. Here's a screenshot I took. I hit the enemy with a Gravity Warhead shortly after they started charging their Phase Drive and disabled it, but that didn't break the Phase Jump, unlike SoaSE1 as I recall. It looked like they jumped while their drive was disabled, though it seemed like it took longer? <span style="

7 Replies 2,804 Views

Thanks for the advice Vecctor. I trialled another match - Easy AI defensive ally v 2 Easy AI defensive enemies on Shuriken (4p). It was quite painful and slow waiting for my ally to acquire exotics, indeed I thought the game would end before I managed to get the last few, but it did work out. I never officially did any Empire research, I just built 4 Empire Labs then queued the Serevun Overseer military techs that required Empire I or whatever it was. I'll probably

17 Replies 8,236 Views

Obviously we'll have to disagree - a 3000 radius for Gravity Warhead is exactly the same as the Dunov's Magnetic Singularity, and about half the usual ability radius. Remember the Progenitor Mothership's Shield Regeneration has a 5,000 radius, the Akkan's Inspiring Broadcast an 8,000 radius while 6,000 seems to be a common figure for both capital ship weapon ranges and radius for buff abilities. Yes a tight formation might be covered by that 3,000 radius, but is that a

6 Replies 14,405 Views

Vasari starbases already have a convert enemy scrap module though - Debris Reintegration. It converts destroyed enemies to hull and armour rather than metal and crystal, but if you want economics then just use a Jusotra Fabricator Cruiser with the upgrades - 18% metal and crystal salvaged. Shouldn't be too hard to park it on the opposite side of a busy starbase.

3 Replies 6,996 Views