Yeah, I noticed this too. An inferior (but heavily cap-shipped) AI fleet jumped into a fortified gravity well, containing my entire attack fleet, and started spamming Armistice like there was no tomorrow. Very annoying -- IMO, it shouldn't even be possible to do this. Anyway, I finally broke the stalemate by moving everything in the fleet except the Titan to an adjacent well. This apparently convinced the AI that it wasn't outnumbered any more
lambdaman
So, the infocard for the Trade Port starbase upgrade says that you get 1.3 credits per second. TEC get a second level that produces 3.0 credits per second. I figured this didn't sound like much of a boost, so I mostly was using the trade port to connect empty spots in my trade network, and I wasn't buying the second level at all. But the other day, I was reading over the trade income report, and I noticed that a wormhole gravity well was producing a lot of t
On the topic of AI surrenders: I really liked the system in Galactic Civilizations. For those who haven't played it: when the AI decided to give up, it would send you a message saying, basically, "you have defeated us, but we refuse to submit to your authority. We have decided to surrender to (your biggest enemy) instead!" The empire they surrendered to would immediately take control of all their ships and planets. Could be quite a nasty surprise, depending on the situ
Hopefully the bug wasn't something like this... [code="c++"] // If the player bought the auxiliary government upgrade, don't wipe out the planet. if(true || !planet->hasAuxiliaryGovernment()) // NOTE: Aux-Gov disabled for testing purposes -- re-enable before checkin! planet->makeNeutral(); [/code] Not that I've ever done anything lik
Please note, I'm not talking about having to remove both of them if you had an earlier beta. I did that on Friday and installed the last pre-release beta. But today, I installed the 1.0 Entrenchment release and the new Sins patch (queued them up for install while I went to eat, actually; they were both downloading when I left the machine), clicked on it in Impulse to run it, and got a big warning saying that Entrenchment needs Sins and Sins isn't installed.
[quote who="Blair Fraser" reply="6" id="2066889"] The current version crashes if a starbase gets attacked while it's under construction -- I thought I heard this was going to be fixed, but it's not in the changelog, so I'm not sure what's up. The Advent meteor ability doesn't do any damage to ships and does minimal damage to planets (it looks so impressive I bought it several times before I realized it wasn't actually doing anything ). I'm assuming that at least the ship
Looks great! One quick question: I was wondering if these bugs are fixed? The current version crashes if a starbase gets attacked while it's under construction -- I thought I heard this was going to be fixed, but it's not in the changelog, so I'm not sure what's up. The Advent meteor ability doesn't do any damage to ships and does minimal damage to planets (it looks so impressive I bought it several times before I realized it wasn't actually
One thing that would help is if the fighter AI would prioritize the structure-killers. I played a single player game yesterday, and it was really annoying to have to go to every gravity well that a fleet was attacking and baby-sit my fighters so they'd take out the 5-6 torpedo frigates the AI had brought along ASAP (if I didn't do that, they would pointlessly chase the enemy fighters around the gravity well while the starbase was being decimated).
[quote who="PurplePaladin" reply="4" id="2059502"]If "Entrenchment is in feature-freeze" then I hope they will tell us. We can stop writting all these ideas, and just look for bugs. . . . .[/quote] Yeah, I should make it clear that I'm just guessing based on my own experience in software development organizations and this: [quote] Sins Entrenchment Set For February 25 [/quote] I'd be
[quote who="Carbunkyl" reply="13" id="2057168"]And the Vasari are entirely alien, they are oppressive and do not regard either TEC or Vasari as anything but a barrier to the exodus. Their diplomacy is mass genocide. How then can diplomacy be handled?[/quote] Hm, my understanding is that the Vasari are more in line with the Drengin -- i.e., genocide is a bad idea, because then where will you find slaves to run your empire?
[quote who="PurplePaladin" reply="14" id="2056631"]It's not that way with starbases at this time in the Beta; they seem almost "common". And even when you do see them, they are all the same looking/size (yup, there's another 8 slot 2 weapon/3 defence Starbase). I was hoping when you saw one you'd say "uh oh, there is his main starbase". Extra slots (10-12) could help; it would be easy to break down upgrades into 2-5 tears (sic). But my main idea was that Starbases "s
I have a saved game that reliably crashes after a minute or two. It appears to be triggered by one of my constructors that's trying to build a starbase: two enemy vessels are harassing it, and when it creates the starbase, they momentarily get "shoved" into the planet, at which point the game crashes. I wonder if that could be the problem? Unfortunately it doesn't seem to be possible to upload files on this forum, but maybe
[quote quoting="post"] Their change to using weapons rather than abilities help with managing them, but they introduce another problem. Even though they prioritize buildings, if you jump into an enemy grav well with their fleet you either start hearing lots of really loud "raze planet" explosion sounds and get blinded by having a bunch of your ships lit up with them, or you sit through a constant stream of blue particles going every which way. Large battles can already be messy, and thi
I just tried to review the replay of my first Beta 2 game, and I noticed that it was all out of whack. Everything went the way I remember up until the point that I built my second and third starbases. Those bases never constructed -- the constructors acted as if I had never issued the build order (one went to the build location and never moved again; the other kept following the ship that it was rallied to). All the obvious differences I saw followed
I think it would be interesting if there was an AI that would go all-out on one strategy, but switch course mid-game to focus on something else. e.g., start out as an Aggressor, but then start fortifying, or vice versa. Obviously it would take some work to make sure that it didn't switch at a bad time, though... ideal would be if it could figure out when a good time was! ("ok, my fortifications and defensive fleet just destroyed the main enemy fleet -- time to assemble a str
Based on a little testing with the new beta, I think the AI might need some tweaks to understand how best to handle and deal with starbases. I played a test game against the AI last night on a small map (I was TEC, it was Vasari) to try out the new beta. I screwed up pretty early in the game and let its Evacuator kill off my free capital ship. Pretty soon after that the AI had 5 planets and an asteroid to my single planet and two asteroids, and
I'm not 100% sure this is a beta thing, but I don't remember seeing it outside the beta. When playing as the Vasari, I've noticed that the pathfinding randomly decides that phase stabilizers don't exist. A typical example is that I want to move a fleet from A to B, both of which are stabilizer nodes (they have the green "phase stabilizer node" text, the structures exist, etc). When I click on B, though, the computer displays a route that takes them from A vi
[quote who="jjandrah" reply="3" id="1980675"]What if phase lanes soaked by friendly culture are impassable to enemies when there is a starbase present? It opens up some interesting possibilities.[/quote] I think that sounds interesting. Another idea that occurred to me: add a "jump lane lockdown" upgrade to starbases, which prevents hostile fleets from using a jump lane. The catch: you have to have the upgrade installed on a starbase at *both* ends of a jump
There's also annoying micro when you're placing the mines, at least with the Vasari (haven't tried the other races yet). Right now I just settle for massive shift-rightclicking to make the mine-placer fly repeatedly around the area I want mines to be placed in. It seems like there must be a better way. What I'd really like (in my dreams) is to be able to draw the contour of the mine-field and have the cruiser automatically keep it filled with mines (auto-replacing ones that
It also seems to me like starbases are a little underpowered once they do engage the enemy. Last night I watched a Vasari starbase with a lot of military upgrades (both weapon upgrades and at least 3 levels of defense, plus "frontal shields") lose a battle to a lone pair of Easy-level AI capships. (I saved it at the last minute by jumping a fleet in and destroying them -- I'd held off to see how the fight went) For the price of one of these things, and for being Vasari, I'd
[quote who="Annatar11" reply="10" id="1976804"]Erp, as a group it'll be charged whenever the latest one is available. The Demigod beta 2 should be out on Thursday (hopefully), so that's when both will be processed. If you want to change it so you get your hands on Entrenchment sooner, you'll have to email [email protected].[/quote] Please tell me you're kidding -- I preordered this with Elemental! [e digicons]:([/e] I guess I'll have to see whether I can cancel tha
I have a suggestion for a way to get around this, at least for some uses. I'd like to be able to tell my units to continuously attack units of a given type until there are no more remaining in the gravity well. If the unit has this order and no current target, it should target a unit of that type; if there aren't any available, it should move to the next order in its queue. This could be complemented by a toggle on the Tactics page to control whether the selected ships shoul
One idea I saw floated earlier that I liked was to have some powerful structures that could only be built on moons. Basically, they would give some planets a new type of structure slot that wasn't available on every planet. It would be a way of adding new, powerful planetary structures, but restricting how many each civilization could have.
It would be nice if there was a better way to direct my fleets in Sins that didn't involve a lot of frantic clicking and micromanagement. There are a few actions I wish for regularly that would eliminate the common micromanagement that I find myself doing: Add a command to attack all ships of a given type. The ship given this order would acquire a target of the given type in the gravity well, attack it until it was destroyed or left the gravity well,
Pretty much the only way to survive against more than one computer player is to obsessively run the errands the computers ask you to do. Of course, it hands out errands without regard to whether you can actually do them ... so my experience is that playing against more than one computer generally ends up with a point where all the AIs want me to do something I can't do (e.g., because my fleet is committed trying to hold off the non-allied AIs), and then they all declare war at once and