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Bounties, Alliances, and Missions.

By on May 26, 2008 11:47:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Rallis

Join Date 05/2008
+3
When it comes to alliances, it seems like the AI tends to stick together and pushes the human aside. I once had a bounty of 15,000+ because all the AI players had apparently allied together. Then I started getting missions to kill units from each factions, but I couldn't because they'd amassed all their ships on the two planets next to the only remaining one I had. I'd jump units in, and by the time I'd told them to jump out they'd be dead. I didn't even get a chance to attack with them.
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May 27, 2008 12:04:08 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Sorry for double-thread. Could someone delete one, please?
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May 27, 2008 1:45:30 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
That's a hard lesson you've learned in that game   

When playing vs AI the best option is to make allies (by fulfilling missions) right from the beginning of the game. I don't know the Game Mechanics but it can be that AI teams up against the weakest player (which you might have been since you've only had one planet). Anyway starting late game to try to break an AI alliance might be a little too late. Since the missions in the early game are quite easy ("give 1000 credits" and stuff like that) I would suggest to point out one of the AIs to be your ally (by fulfilling their missions) and one AI as "enemy of the state" (putting bounty on his head and attacking his colonies). Best case the later missions of your ally will be to destroy ships and structures of your designated enemy, than you'll be able to kill two birds with one stone.
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May 27, 2008 2:54:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I made alliances with two of the AI, but lost them due to having contradictory missions. That's the reason I can never maintain my alliances. I get allied with AI 1, then here comes AI 2 and allies with me as well. I'm in a Cease Fire with the two AI, but the AI aren't with each other. Yet. Anyways, I get a mission from AI 1 telling me to kill units/structures of AI 2 and vice versa. I can't complete these missions without breaking one, or both, alliances. And, even though there's 5-6 other AI I could get a mission against, I just happen to get it against one of those two. I think they TRY to break your alliances sometime..
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May 27, 2008 5:21:57 AM from Stardock Forums Stardock Forums
Alliances are made to be broken.
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May 27, 2008 5:32:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I think about the only thing you could have done in that game was built a fleet of about 20 scouts and then sent them to one side of the map to lure the enemy fleets away, and then jumped a second fleet PAST that chokepoint while the enemy was distracted, going in behind their enemy lines to wreak havoc. Not sure how successful that would be, however - you'd likely want to make your second fleet a bunch of smaller nimble craft to outpace their chasing capships, and then wallow into the chokepoint with a third fleet of mostly your own capships once one of the enemy factions leaves to chase your fleet.

Usually it's really good to do everything you can to keep an ally that's butted up directly against your neighbor.

By the way, in Sins 1v1v1v1, my theory is that all three AI's need only one enemy and will strive to make alliances with the other AI's. So if you don't deliver on missions, you become that one enemy for all of 'em.

-- Retro
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May 28, 2008 1:46:04 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Although I don't like these "mission mechanics" too much, these seem to have a nice side effect: You have to adopt your diplomatic relations depending on the situation. So if your two allies seem to go to war, choose one to support and one as your new enemy. That way you can at least keep one of the two allies on your side. On the other hand that would be a good time to look for a new ally in the rest of the AI players. It's not that hard in late game because most missions are easily fulfilled.

Anyway from your telling I am convinced that in your game it has been simply been to late to turn the tide. It should have never come to the point where you have only one colony left, 2 huge enemy fleets at each entry to your colony and a bounty of 15.000+ on your head. This is an unpromising situation.
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