Previous owners structures counting towards the caps seems the most straightforward solution. no, at least you're missing an important point. It should only count toward the Tac point if the ownership also changed to the new owner. Because there is no guarantee the alliance will hold, it would be rather inconvience if the alliance is broken and those gun fired on you while you have no room to build your own.
satthukaraoke
Yeah, a ebil cheater AI would rock. I want this Easy (ai at a disadvantage) Medium (no ai dis/advantage) Hard (ai has small advantage, 10% resource or so) Harder (ai has a big advantage, 30% resource or so) OMFG this AI cheats. (ai starts with two planets, huge resource bonus of 50% and is rarely attacked by pirates) <b
One thing I notice is that the AI comment so far is still a little generic, as in most of the time it's the I gonna kick your butt attitude no matter what the situation. In Galciv2 if you are winning a war against an AI, they'll admit it with something like you're kicking my butt! or pushing me around is your idea of fun heh!? something to the extend of putting them below you. In Sins the AI are always bossy. I almost wiped a guy out and he keeps saying my destruction is inv
*So does Multi, and asks* what is this? action, thiller or XXX? The bad news: it's none of those. The good news: it's something even better. The worse news: it can actually be something worse. Ever heard of the word counter-productive? Heh, the main problem is probably with the name cruiser. The way it stands now, we rather have 2 classes of frigate rather then one frigate and one cruiser class. The normal frigate feel
you bring up a lot of interesting points there, it is hard to turtle, and resources is / will be the limiting factor, if you don't expend fast enough, the AI will eat up all the resources leaving you with very little, again different AI styles will help, I also have to agree on your argument about the ship cap, its just too small and the game should have large ship battles, and Im not really seeing it at the mo, but if the player could build more refineries that would
Lasers for cutting stuff up. What good is a cannon? Well, if we use the common lore among scifi, then Kinetic base weapon usually still do the most amount of physical damage and they can not be blocked and have high impact as a bonus. Energy base weapon can be absorb or deflect by shield. But they're cumbersome, high running cost and low accuracy. Although I don't know how much of that applied to Sins.<b
MAKE IT BIGGER! I think every stations with the exception of Guass Platform need to be a little bigger to ALOT bigger.
The irony of all this is that the way the pirates behave is exactly the way i wish my AI opponents behaved. Aggressive, Relentless, and Group Jump in with a nice mixed fleet of caps, and frigs. The Normal AI still has a bad habit of suiciding 1 ship at a time by not group jumping if they even attack at all. They still do that on hard too, and same here, I wish the Skirmish AI also attack with the ferocity that the Pirate do because right now as iron
Kyro, while we on the subject I think the fighter behavior is the same. Right now they priority installation and ship over squadron, even after I tell them to attack bomber, after they finish one group they return to attack bigger target, not chasing after other bomber.
I would recommend retooling the AI's use of Gauss Def Plats or buff up the Gauss platform firing range (a lot, double it). Eh ... that would really dampen the Frigate though, they don't last very long against the gauss platform, the platform packs a powerful punch and double their current range meaning there will be little to no room for the frigate not to get fragged. Maybe adding a new platform with longer but a weaker punch for these ki
Is it just me or have the repair platform radius's' disappeared? It's there when you're placing it, at least in my game.
Well to start I think it'll help to keep the heavy criticism down, let's use a civil tone Anyway, what I think is we don't know enough to tell yet. We can not really talk about balancing without knowing how the other factions look like yet. TEC ship may be suck, which makes sense, the lore do say that most of them are freighter refit for combat. The only question now is how suck it is
My thoughts: I just noticed that when I went to a new system, all the planets said that they were "-1 jump from home world." I think you need to make a capital planet in your new system, you can have one for each
The way pirates acting now they're more like mercenaries then pirates. I have a few suggestion if you don't mind. - Revanmp the pirates system, instead of the mercenary like behavior. What I'm thinking is the pirates start up with a few sectors of their own like a pirate haven(asteroid belt sound good). These should be heavily defended point that will need a considerable force to eliminate. The pirate ships will spawn from there and move out to attack everyone indiscreminally, maybe the
Seems that the galaxy generator is still set to encourage early conflict (so not a bug so much as the values didn't get adjusted from beta 1) It is for testing purpose right since I understand early conflict is understandable if you want to test out the gameplay without waiting for ages. But when the game finalized then yeah, I hope it's more spread out or at least optional. I started a 4 Galaxy /40 planets each last night with 5 other AIs,
You don't have to keep the research stations. I think it requires six. Just build six, research a couple techs, than dismantle your stations. That doesn't cut it, and I think you can see that's one very forceful and ackward playing. Build up research, rush the tech, destroy the station ... that doesn't feel right. Plus it's not THAT easy, consider the cost of these station doing a rush like that probably wi
Be careful with extended range. The AIs tendency to mass gauss cannons at jump in points will result in maulage of assaults. Heh, I think that's fun though, the most interesting battles I have is when the AI completely block its phase lane with guns.
Planetary shields will do the job effectively. Thats usually what i research them for. All you need is enough research facilities. If you want a SPECIFIC counter, a couple of the capital ships have very applicable abilities: The Marza's Radiation Bomb and Missile Barrage can make mincemeat of swarms, and the Dunovs...sparky..dealie can drain all their shields. Like I said, the plantary shield is among th
and not a single one of them was Ice had the same difficulty its very frustrating when in a 30-planet universe there is ONE Ice planet (crystal is so rare its rediculous) Heh, in my two games it's the complete opposite. The whole star system doesn't have a single Volcanic or Desert planet, the first two planets I colonized were Ice, and later it seems every other ones
Well and I'm on my third game so far. I think the pirate's planet rushed is kinda ... What usually happens is a group of pirate that's about 30-40 ships in which 90% of them are Pillager (planet bombarding cruiser) jump in, ignore everything and go straight for the planet. And most of the time it doesn't matter what kind of defense the planet has it will most likely to fall under these attacks. In my second game one such group attack my capital planet, it's very well developed (around
what I like: - So far the game is pretty balance, the limit cap and the mechanic behind it is reasonable and flexible. - Capital ship orientation and weaponry come in good variety. - The way the phase lane is set up: force the player not only have to guard the front door, but the back yard as well. The map lay out I think offer realistic tactic and strategy. - The control panel is clean and intuitive, let me do exactly what I want with minimum hassle. Space RT
Well, I just have two crashes, when it asked me whether to send the dump file or not I click yes (that's all I need to do right?) Anyway it crash about 2 minutes after I saved (thought me lucky, after playing for about 2 hours? ). After I load up the save it crashed again by my estimation also about after 2 minutes. Like I said I sent the two dumps file, if that was not what I'
Well, playing about 7 hours so far, my take: 1 - For my reference the scaling proportion is kinda off: for immersion reason watching a trader or a freighter docking at a trade station or at a refinery is a painful sight. The station looks like it has some docking bays, but the ship is about 3 times the size of the entrance. I think most station needs to be a little bigger. With one exception ... for just 2 Gauss Cannon, I think the gun platform is wayyyyyy too big for its actual fu
It's just a little over 7AM here now, and I'm leaving soon until 3. Hope I got my email then.
My top 3 favorite gerne: - Strategy (I prefer tactical over RTS actually): Galciv2, Brigandine, Front Mission series, Total War, Nexus, Mech Commander series - Simulation: Freespace 1&2, Independent War 1&2, Mech Warrior series. - RPG: well, pretty much a hardcore fan, plus being a Japanophile doesn't help, as long as the game doesn't suck so bad, I play it.