boxox

boxox

Joined Member # 3038643
6 Posts 134 Replies 552 Reputation

[quote]I agree with boxox, making PJIs more effective has to been carefully done. A little more, ok; a lot stronger, and it becomes a "battle of the choke points".[/quote] The thing is that the increase in effectiveness is not limited to just making ordinary worlds better at blocking a fleet - it is uniform and it makes natural choke points incredibly effective and beachheads almost impossible to create.

40 Replies 37,081 Views

[quote]It's easy to say that a mobile defense fleet or fighters are the counter. Most people have a mobile defense fleet, but it can't be everywhere at one time. [/quote] The thing I notice is that the better people are at the game the more fleets they tailor and move around at once. If you have a 'defensive fleet' which is a big group of all the ships you have dedicated to defence then someone will work out where it isn't or can't get to quickly and strike there. Someone with multip

40 Replies 37,081 Views

[quote]If you check the "what would you like in 1.03" thread, PJI buff/change is possibly one of the most requested things.This isn't only to do with siege, basically any large fleet can go unharmed through your empire, even with hanger defense they will barely have any losses.The reason the developers made it this way was to prevent turtling of super weapons, but I would rather see actual choke points being effective (PJI worth building) and super weapons being modified to keep them balanced.[/

40 Replies 37,081 Views

Yeah I figured resource techs and sales were important, but in a test offline I found the extraction techs really only seem to pay off well if they're left til I'm about to get a second ice or volcanic planet plus my captured asteroids. It just seems like their upfront costs in labs and research for a lot of economy aiding techs (slave labour, salvage destroyed ships, etc) are very very high compared to what I can get away with as TEC. Similarly the refineries are very expensive to set up as

10 Replies 8,265 Views

How would any of you vasari experts deal with someone rushing straight to kodiaks? Don't get me wrong, I wish more people would realise tech levels = number of labs not the amount of research. But I am curious how you build a bigger economy and match them to rush to enforcers. I was able to claw my way to Transporters easily enough but I could never seem to put together enough bombers to deal with a mid/early 20+ upgraded kodiaks at a time. I am able to match TEC people, sort of, in ships, e

10 Replies 8,265 Views

The differences between units are very slight, but because of the numbers involved they tend to differ at the level of fleets. It's like how any individual soldier in Total War will only have slightly different stats from any other within its same type (light infantry/heavy cavalry etc) but at the army level you end up with radically different forces. Making units from the same cohort sharply differ from each other, when there are hundreds of like types engaging each other in a small space, wo

18 Replies 11,482 Views

[quote]What is it that those that are bothered by this subject wanting to happen? Are people wanting to get a win and that's why they are upset? Are people upset because the opponent is not "punished" for wanting to leave? Heck, there's been more than a couple mentions about trapping a person in a game they don't like.I don't know, and it's probably just me, but...I would think that playing online is primarily for fun, not stats. Is getting that point in the win column or making sure your op

175 Replies 267,187 Views

[quote]You're playing a RTS, when did you not expect people to pull the plug. Seriously, after how many RTS titles did you never encounter this rare creature.The Internets IS Serious Business![/quote] The first time this happened to me it was a dialup 14.4k game to my neighbour who always used to quit if your NOD scout bike found his construction yard in C&C before he could build a bunch of turtle turrets. There are a lot of workarounds that have been developed since then th

175 Replies 267,187 Views

The flipside of that is that since TEC start off weaker, shot for shot, you could also interpret this to mean they need a good kick upwards pretty soon. In single player you will often get enough time to build 2 civil labs and colonise a volcanic [i]and[/i] an Ice planet and develop them before anyone really comes knocking in any great strength. In multiplayer it is suicide to start off that way, you want 2 military labs up as soon as you can possibly afford it, someone will be after you in li

7 Replies 5,534 Views

I think there has obviously been a communications failure of epic proportions if you have joined a free team FFA game and quit when more than one person attacks you at once. The entire point of this game type is that there are more variables (diplomatic trustworthiness, economy strength in different resources making you more valuable to certain players than others, deterrent value of keeping a strong military, joining in a fight when someone is attacked or using the opportunity to go

175 Replies 267,187 Views

I go much heavier on robotics cruisers than that! Practically a quarter of the fleet sometimes. Going light on them is a help, going heavy on them and microing their buff/sabotage abilities - THAT is how you piss someone off. If someone switches to focus targetting them to stop me using them, it takes them FOREVER to get through the lot since they all buff each other. A 33% each mix of robotics cruisers, command cruisers and flaks with upgraded cannons is a total nightmare if it gets into th

24 Replies 8,805 Views

I don't know the maximum. I don't know if it's so simple as 'no performance loss' - there will be a best and a worst case for this. For a simple game on a small map I am sure you could set this as high as you want. For a 10 player multi game with several big fleets pounding each other near a star and a tilted camera angle putting everything on a horizontal plane - that is where you would want some way to smartly adjust the number of particle effects. It would be good to have a smart

8 Replies 5,763 Views

The vista path should be C:\Users\(your username)\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting The other setting there which will improve the visuals (and shouldn't cost frames if you have >256mb) is to set TextureCompressionEnabled to FALSE

8 Replies 5,763 Views

You need to up the particle limit. They really ought to put a field in the effects menu to control this and make a min/max FPS setting link to it somehow. You can change the maximum particles in the file (XP path) C:\Documents and Settings\(your username)\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting\user.setting Be aware that you need to have 'show hidden files and folders' enabled to be able to browse to this directory in explorer. <br

8 Replies 5,763 Views

Yeah, I asked for this before. Other than being an easy exploit - rushing a scout so far down it makes bombers/fighters follow it, clearing the way for an invasion force - it's really annoying when an impossibly slow to maneuver cap ship gets stuck on a structure on the same plane and since they can't reverse they just sit there like a dumb turd grinding against the model.

4 Replies 13,658 Views

They are basically the same thing as hostile huts and barbarians for Civ. They are a cap on a rushing expansion - otherwise you would be able to just race forward to a planet closer to someone else and then backfill the rest, rather than expanding outwards in a sphere. They make your choice of opening ships and cap ship have a higher tradeoff between cap ship experience, speed, numbers, damage per second, etc. They make uncleared planets hostile to trade lanes. It's a good idea.

9 Replies 7,413 Views

Anti-aliasing. Sometimes setting it at the driver level and the application level at the same time fails badly. The nvidia control panel has a 'simple' mode which has an annoying feature which sets AA on or off depending on whether you want 'quality' or 'performance'. These days I think all nvidia driver's control panels are accessable by right clicking on an empty space on your desktop and clicking 'nvidia control panel' from the drop-box. The very first pane displayed after you've

10 Replies 4,978 Views

Short game - someone gets punked early - 10-20 minutes and not much fun. A good fun game with a small map on 'fast' will run ~1-2 hours vs equally skilled players, longer if noone goes for the headshot with the orbital cannons. A medium game will run ~3-5 hours. Large and Huge games can potentially hit triple digits. Generally speaking, each orbiting object around a star will add 10-20 minutes or so to a game and the big maps can have hundreds of those. But! The saving grace is, you can sa

34 Replies 59,421 Views

[quote] Irconclad Online doesn't include a ranking system. That wasn't by accident. It wasn't an oversight. It was precisely to discourage "playing to win at all costs" style of playing. If other people want to set up their own tournaments, that's fine. But I don't want the typical ICO game to consist of one player trying to play a fun game versus someone who has figured out that the best strategy is to quickly bulld 5 light frigates and just harrass the heck out of the other pla

186 Replies 121,304 Views

Do you have AA set in Sins as well as in the nvidia control panel or anything funny like that? I can play on Highest on a 7900GS without it getting annoying so something is up somewhere. Drivers would be a good thing to look at - do you have the latest available for the graphics and sound card? I know every single game ever says to update them but it does matter for some games.

10 Replies 4,978 Views

@ cheesenium - don't mistake me, the single player game is a good couple of weeks worth of play, even with the dodgy AI. You would probably get as much play time just starting to learn the game vs the AIs as you would playing through a whole campaign of C&C3 or similar. The steep learning curve makes even a half-arsed AI quite a challenge while you are figuring things out, and figuring out the game takes a while. That said, I have only run into a couple of people anywhere near as bad as the

34 Replies 59,421 Views

Oh! Yes. Yes it is. The game is very much geared towards it and you have multiple features specifically designed to make it easy to scout. That is a big hint that you are meant to scout things. They break a little in the mid to late game though, so it would be good to have more to deal with that phase of the game. If you are not at least putting scouts in the territory next to you - or using the Advent culture scouting thing - you are pretty much asking for 'it' and 'it' is lik

5 Replies 4,635 Views

I wouldn't buy it for single player until we can see the 1.03 AI. At the moment it is a very relaxed single player game, you can use monoculture fleets, the AI will always run away if you show up with or take out certain kinds of ships, it does not play a particularly imaginative game either in its economy or combat, rarely adapts or changes up its strategies even with the different AI 'flavours', the black market and pirates and diplomacy are tedious ... overall it is just a shadow of its onli

34 Replies 59,421 Views