RJs68Olds

RJs68Olds

Joined Member # 2602955
1 Posts 9 Replies 59 Reputation

I feel like I got what I paid for when I fire up Sins every night. The level of depth is pretty good for an RTS port of a 4X game, considering the AI's intelligence from at least a military standpoint. The diplomacy section is a good bit simpler than I hoped, and the tech tree is a bit short if you're playing on a huge map; but I was expecting some sacrifices being made to allow for smoother real time gameplay. All in all, I'm extremely impressed with what you guys have accomplished

138 Replies 121,319 Views

Not sure if this has been asked before, but is it possible to provide weighting on random maps to determine which types of planets end up where? For example, it would make more sense to me for Industrial and Urban type planets to have a large number of phase lanes as sort of a hub type system; wheras you'd probably find naval bases showing up at natural choke points with 2 or 3 phase lane inroads tops. Is this doable without making your own map by hand?

1,334 Replies 3,499,236 Views

[quote]What size map? Maybe it's a map thing.[/quote] I'm playing on the huge multi-star random map. Only mod I have loaded is Uzii's Sins Plus, but that shouldn't affect the AI behavior. The only special planet I managed to grab before the AI started attacking was an industrial planet, and I ended up losing it and getting it back twice before I got my borders secured.

48 Replies 57,994 Views

I'm just about done taking my first solar system on a huge map against 9 hard AI. OK, I'm lying, I'm only about half done and allied with the other half. The AI is MUCH more aggressive on hard though, and it's taken me a good 15 hours just to eke out the territory I do have. Most of the time I've had a fleet or two of combined enemy forces attacking at least one of my three main chokepoint systems; and I've had to make 3 smaller fleets to play hopscotch helping out each other as each chokepoi

48 Replies 57,994 Views

I'm on the verge of finishing a 5 system huge map on 1.03 with 9 AI players on Normal difficulty as I type this. I can definitively say that they did not gang up on me. But, I was also keeping up with them from an expansion and fleet perspective; so I was not the weakest link. I even managed to form alliances with 2 of the 3 other AI in my starting solar system, and kept them both happy long enough to secure another solar system in its entirety before I backstabbed them both one at a time whi

48 Replies 57,994 Views

Title pretty much says it all, noticed it this evening while queuing up construction after conquering a planet as the Vasari. I wouldn't really consider it much of an issue, as it doesn't affect construction time at all, but it makes the healed objects susceptible to your opponent's attacks. It's also a great way to burn through all your antimatter in no time as your carriers chain cast it as they pass by all your unconstructed facilities.

1 Replies 1,737 Views

I think what a lot of people miss when they point back to turn based games as a resource for material is that adding the level of depth of say MOO3 to a real time game would slow any game on a map bigger than the medium single star map to a crawl. Turn based games have the luxury of not having to calculate the myriad variables for 9 different races over dozens of planets and multiple star systems in real time along with combat and everything else leading up to it, and the lag that you normally

37 Replies 49,604 Views