The disc check protection schemes were always about stopping younger people (which a corporation could never really recoup losses from suing them in individual suits) passing a single copy around to their mates in school. So disc checks for games, bulk licenses and audits for corporate/institutional software.
boxox
In the early to mid game, an imbalanced distribution of random planets can hurt or harm a player - having more planets means more money diverted to upgrading their infrastructure, more territory to defend, the player with fewer planets can put money into research to boost output from a lower number of planets rather than infrastructure, etc. But if someone survives past that point - especially if the game starts with 2 players out of easy raiding distance of each other - eventually both players
You can already do this I think, your ICO online account is separated from your 'player' account. Check the menu at the bottom of the screen when you login.
I've asked for the same thing (and so have a lot of people). Apparently the 'user initiated quit' stats ARE being tracked right now, they're just not displayed in the interface until the next patch.
[quote]Just kill the constructors instead next patch; those things take a good while to rebuild.That aside: It was weird how you could blow up the idea/plans to build something that was not physically there. /shrug[/quote] Obviously I am just going from their description, but I really don't like the sound of it. TEC and Advent's speed construction research items and Vasari's Repair Cloud can construct things so quickly that if you make structures invulnerable until they're complete you
Nope. It doesn't understand anything about the game. Doesn't build an economy, doesn't research technologies, doesn't build smart fleets. It's utterly brain dead, I can't think of one single thing it does right. It's not even fixable by giving it a helping hand, it will squander anything it is given doing very stupid things. We will see what happens in 1.03, but brad and (I think) blair were telling people over on Qt3 that their AI was passable before 1.0 and we're now at
Sort of. If you are advent and are pumping out culture with the maximum upgrades and nobody has any capital ships or culture of their own, then yes. I got every single planet off someone, bar one asteroid, last online game, without the deliverance engine. If you wait until you've researched almost all the culture upgrades and THEN start a culture fight (you'd be surprised how many people will only start up their own culture when someone else does it first), destroy all your trade/labs/factori
if it hasn't been completed, right click on the icon in the planet management menu. if it has been completed, select the building and hit the scuttle icon (bottom centre of the screen, looks like construction tape), or press alt-h. beware that you do not get the full cost of the building back if you do this.
Micro is a lot in Sins but it's not the ONLY thing. If we took an example of one player who excels at the Starcraftesque micro skills versus another who has minimal micro but has a far better understanding of setting up phase lane feints and ambushes (do you think they made jumping eat antimatter for giggles? think about it), which planets on the map are valuable to him vs his opponent, uses logistics slots in the most efficient manner, plays the black market better, understands which units he
[quote]if you use the GalaxyForge program it gives you a bit more control... actually a lot more control.It's available in the Downloads section of this website[/quote] The thing about the random map generator is that everyone has it and it can produce a map that advantages someone or one race or one playstyle randomly. The thing about GF maps is that you have no way to check if this is the case unless you grab the file, quit out of Sins and spend time checking the random %'s in the fi
There is reference to a 'build priority' field in some entity files but playing with this didn't seem to do anything for me. Other than that it looks like modding the AI will be a very tedious game of playing with different units and structures to make their cost/damage/etc fall into a shape the hardcoded AI will want to use.
[quote]Building 5 frigates to harass isn't a good strategy... as with any rush in sins. [/quote] It seems to be so good that they're making a very dubious sounding change to the way buildings are constructed to get around it in 1.03.
I must say I'm curious as to how you think aggressive play isn't rewarded in sins. Having such a slow movement speed means that unless defenders and rapid response units are in place to begin with it's extremely hard to catch and stop someone hitting you in back. Having a slow resource rate means an early loss of a lab or upgraded colony is much harder to replace. Having a slow build speed means that if you lose your opening fleet early on, with one frigate factory and some guarded planets st
I have found the default random map generation quite good for the most part, but sometimes it makes me scratch my head a bit. Medium random map, no pirates, 3 players connected on launch: Would it be possible to get a random map generation mode that makes a mirrored or kaleidoscoped solar system? Not just, 'yeah, probably you will have some planets' and a
@Clearstar, I don't know how long you've been doing this, but I guarantee you that any messageboard for any new strategy game is going to be filled with the exact same Spam Newb Rush Lulz comments, just with the name of the game changed. Sins is actually getting off pretty light compared to any major title in the last few years, come to think of it.
Click the rally point icon, scroll to the top of the empire tree at the left, click on your chosen fleet herald icon. I think it also works clicking on the top of the fleet herald in the main view. You can also set a rally point to a particular ship in the main view and the empire tree.
If they have hangars too I am going to have to ask: a) what asteroid is this that has repair bays, turrets and enough hangars to stomp your fleet and kill siege frigates b) how early on in the game we're now talking about. c) what the budget is for making this fantastic turtleroid
Sorry, must have missed that. But, even 'interpolation' still often requires a cover-song style negotiation to happen at some point. Taking all the original designs and style for space ships out of a space game and sticking them into another space game is really incredibly unlikely to be smiled on as fair use either.
The classical thing I see people coming in from the single player game doing, is they build this magical defensive ring of turrets all the way around the planet - it's strong everywhere and usually they'll do it so that any two turrets in the ring can hit the same point. It's truly the bees knees for killing all those siege frigate raids the AI loves so much. But it's useless against anyone who thinks to stay out of range and fairly useless against pirates. By the time people have a f
Um, failing to properly clear a sample is a fantastic way to learn the legal system from the wrong end.
If you're a host and you lose a game, and you would like to use your machine for something else, the game seems to be able to switch to 'window' mode without dropping anyone. Hit the menu button, go to 'options > video' and click 'use window mode'. Just be careful how much bandwidth you chew when people are trying to kill each other.
Siege the planet.
[quote]Hi folks,Just a thought here but how about a Phase Inhibitor orbital defense cannon that would destroy the jump drive of the vessels thus allowing other defenses to mop up.The warhead would maybe have an small area effect taking our multiple ships in close proximity to each other but it'd have limited range. What I can see from this is that you could not just send your fleet to a specific planet and busy yourself with other things until that fleet arrives at the target planet as the canno
Could someone clear up how this works? Can you actually get the RA phase gates to spit out units above your currently researched unit cap, if you have fleet cap upgrades in the research queue (ie in the way you can queue building most things over the cap so long as an upgrade to whatever cap is in the planet/research queue)? Or will it only spit them out until it reaches the current existent fleet cap and then wait until the fleet cap upgrade is actually completed?
Can I just mention - if you are thinking of playing FFA with a prearranged alliance with your teamspeak/vent pals - this is on the "blindingly" side of Completely Obvious if someone ever watches the replay. Damn dude, what is wrong with you?