I would have to agree with the original post. Last night I tried running a game against 5 AI's and actually actively tried to get some allies. I was only able to get 1 ally. The other 4 AI's allied with each other and my 1 AI ally hooked up with my main enemy all while requesting that his structures be destroyed! I got several missions that were impossible once the AI's who had allied and weren't being attacked started colonizing planets out in front of my target. This led to my peace treaty eve
ZJBDragon
I completely agree with _Zyxx_. I really don't like superweapons. I don't like the idea of having a weapon that can hit something far away with no chance for the target to retaliate. A super capital ship is different since it would have to put itself in harms way to get something done. The current crop of cannons/superweapons right now seem like they are overpowered, but I have yet to experience any devastating firepower personally since I haven't been playing online. There definitely s
I completely agree with the original poster of this thread. When there are pirates and I'm battling multiple AI's, I survive and commonly even make an ally. However, this does not guarantee a win on its own. If there are no pirates and I'm battling the AI's, then I get ganged up on [B]every [/B]time and eventually get worn down so much that I lose. I don't particularly care to battle the pirates, but I do use them to make sure the AI is on its toes and to make it harder for it to gang up on me.<
[quote][quote]I've played two games online and both games were won by someone massing just Illuminators. It's a trend that's turned me off to online play. The game ceases to involve any strategy when the key to winning is simply massing one type of ship faster than the next player.[/quote] RTS games in a nutshell.[/quote] Correction: [B]Bad[/B] RTS games in a nutshell. I must be the only person here who thought Starcraft was absolutely terrible. It and Warcraft III were some of the worst RTS
You all should be aware that there's a huge difference between source/hard/engine code and module/object/script code. There is not a commercial game out there that gives modders access to the source/hard/engine code. Commercial games are just about never open source because this would harm their ability to compete with other companies. If an engine was licensed, this is automatically a violation of the licensing agreement. However, in most cases the module/object/script code is readily accessibl
Where did you buy the game at? Hopefully it wasn't from Gamestop/EBgames. Pardon my language, but their most recent PC game policies are absolutely asinine. If you bought from them you should return the game and immediately demand a new unopened copy or full refund in your original form of payment regardless of what their policies are. They have been selling open PC games there because they don't want people to take the CD's, but it exposes the CD-key's which just makes the problem they're tryin
In single player all you have to do is hit your Pause (break) key. =)
I'm listing these in an expansion thread because I think they're a bit too big for a patch. They would work in a bonus pack, but they'd also work equally as well in an expansion pack. I would like to see: 1) A new focus on strategies contrasting small ship tactics or large ship tactics. Watching a battle in Star Wars (lots of small ships and fighters) is totally different from watching a battle in Star Trek (big ships). I hate to use those two as an example because I think they're overu
I completely agree! It's been a while since I played a game that truly felt finished and ready for release. Lately there's been a lot of games that had major issues or obvious problems. I don't see that with Sins, so it's definitely a welcome change. I also like how I see people involved with the development process checking out what people are saying. Last game I bought that felt finished out of the box was World in Conflict from several months ago. Everything between that game and Sin
I'm not sure if this has been mentioned yet (this is a really long thread), but I'd really like to see the military, civilian, and fleet research functions be able to each research one item at a time mutually independent of each other. Right now there tends to be these huge research backlogs that develop. You might be in the middle of a major battle and really need extra ships, but civilian or military research is clogging up your ability to do fleet research. You have to go through and wipe out
Pirates...use the pirates! I consistently find myself getting ganged up on when I play with multiple AI opponents on a medium map. I typically use two fleets to watch over my empire and then have a collection of fast moving ships sitting somewhere in the middle. Those fast moving ships intercept enemy attackers to slow them down long enough for one of the two main fleets to arrive and mop up the invaders. In rare cases I have to turn that group of fast moving ships into a third fleet when I'm se
It's very difficult for me to find anything I don't like about Sins. Overall, it seems to be one of the most polished and supported games I've played in the past couple of months. I hadn't been anticipating it, but after a few reviews and a little bit of research I bought a copy pretty much on impulse. I like strategy and RTS games and had never played a 4X game before. Personally, I've gotten really tired of the traditional RTS formula found in games like Starcraft, Warcraft, Age of Empires, Co
I started capturing them completely by accident when playing as TEC. I had a capital ship battling NPC's one system over and left a colonizing frigate sitting in a dead system that had capture-able resource asteroids. While it was waiting for the all-clear to join the capital ship, it started capturing the resource asteroids automatically. Pretty neat. =)