Thanks LordKosc. I'll update the map asap On another note.. Has anyone found a use in the beta for "jump range" research? It is there now, but i have seen no effect researched or not.
Major Stress
This map doesnt seem to work after patching to the latest beta version. I am looking into why, and will update the map when i find out
What we need is a fan site that will host replays. Not a cluttered sticky thread here.
Finally an end to the bounty spam.
Try rapidshare, but i dont think that is a real solution. I'll give that map a try but I think that will give us really really horrible times Hehehe, and that is a bad thing how? <img src="http://images.stardock.com/gc2/T_DL/smiles/Tongue.gif" border
Name comes from the colorful phrase the sins dev's love to use for this type of scenario. Recommend vs. a hard AI. Feel free to test on multiplayer and let us know the results. Credit goes to Vandenburg for creating the original fully connected test map. All i did was reposition, and change some planets to balance things out. I thought this was going to be an annoying map, but it turns out to be quite fun (in a sadistic sense <img src="http://images.stardock.com/gc2/T_DL/smiles
Most RTS's will use symmetrical maps. For gameplay more than anything. I expect to see alot of these kind of maps. The map looks nice BTW
I played around with that map, and managed to make something of it. I call it "Whack a Mole". It is the exact same map that van posted, but i relocated, and changed some of the planets. I also added a pir8 base I intentionally made the jump distances very long so you can somewhat prepare for the mayhem to come If
Yikes thats alot of stuff there
The pirates in beta 1 were an absolute pain in the ass. They did get stronger as the bounty increased. They got strong enough to wipe out the AI. Imagine a pir8 fleet of over 100 ships showing up at your capitol, because you had a 500k+ bounty, Thats all the AI did in beta 1 was spam bounty's (see early beta 1 post about overpowered pir8's). Right now they are just right. A savage nuisance that have a bad habit of attacking you right when you attack the AI <img src="http://images.stard
I agree. Multiplayer games stall, and drag because of the way research is now. Many dont have the time to play 5+ hour MP games. Good suggestion about the starting tech level. The 4x aspect of the game is great for single player, because you can save, and start again later from where you left off. We dont have that option in Multiplayer. If you quit you automatically lose. We need an alternative for quick MP games (games intended to last 1 hour, or less). Ether by doubling/tri
Mod maps are going to be a big challenge depending on the genre people are planning to mod. Most if not all modders want fully connected maps for their mods of genres that dont use jump gates like star trek, or star wars. Babylon 5 uses gates so this wouldn't be an issue. Hopefully the forge tools will have a way to auto generate the connections for a fully connected custom map.
I just played and looked over the map. I truly appreciate the effort you put in to this Van. Doing something like this on a larger scale (like a multi star map) could get tedious really quick. The reason i wanted to try this was to test, and see how well the AI played on it. There were no pirate raids at all. The AI went straight for my capitol, but was easily repelled. I let the AI build up, and keep on attacking. It was the 1st time i saw the AI split its fleets up, and attack more th
Thanks Van! I'll give it a test, and see what i can do with it.
would you like tea and crumpets with that, my liege? Oh? Could you please? That would be so nice.
They do remain, and they also remain (along with the planet icons) when you ctrl+shift+z. Good point wedge I forgot about that target reticle.
I want to experiment with one, but i do not know how to make it. I am requesting that one be made, and posted so that we in the modding community can experiment. It doesnt have to be anything special. Just a basic map. TIA
Looking good Kosc Sorry to hear about the team assignment woes. Seems like Van isnt the only one that is having trouble with that. Ill check the map out later, and update post (just got home from work trip).
Yes it is in the options\user interface\toggle cinematic options
Sometimes i like to just watch the replays of battles to admire the artwork of Sins. However with the current cinematic mode. As good as it is. There are a few things that bug me. When ships move, or attack it still shows those pulsing red, or blue travel lines. Is there a need for that in a cinematic view? Can we turn off all the planet icons as well as the other icons? Nothing ruins a perfectly good screenshot like a wall of half faded planet icons in the background. <br/
With proper planetary defense setups, and some small garrison fleets (like parking an Akkan or Dunov in a key system) the pir8's are a cakewalk, and as said earlier easy levels for cap ships. Use bounty's to slow down the pirate attacks on you. When you hear the pir8 raid warning check to see who has the higher bounty. If it is you, then you are guaranteed to be hit. Spam some bounty on your opponent. DO NOT change the pirate behavior! It is fine as it is now, and sometimes the
Anomalies, Gas Giants, and Nebula's are a nice touch I Agree with pretty much all of the above, but i want to add a few other things.... The AI still needs some tweaking. It is still doing the mass retreats, and routes even though the forces are even. Sometimes the AI still retreats when it has the advantage. When ships, and structures blow up they turn invisible (except for
Will modded games work of all players have the exact same files?
The other 2 races are "surprise" elements. (which means they are saving 2/3rds of the crap for release ) I agree with having a deployable/upgradeable starbase (limited to maybe 2, or 3 at most depending on map size). Nothing uber. It dont even have to be armed. Thats what they make guns and hangers for. Just something to make some use of the dead worlds other than a glorified choke point.
Perhaps if the tuts are on the back burner for a bit then someone can write up a quick, and dirty basic game play tut (updated with the changes), and sticky it for the time being to avoid situations like this.