Building 5 frigates to harass isn't a good strategy... as with any rush in sins. These posts clear alot of things up. Basically, competitive players pay the same money as casual gamers/single player gamers whatever we might call non-competitive players, who don't play for win (or win at all costs) but just to have fun (or play to simply win). Competitive players, stretching the game to its limits, demand alot more attention in terms of balancing, fixes, stability, and general
Gan0ndorf
Enable port forwarding for the port sins uses to host games, i think 6112 is default.
Multiplayer has many problems, playing with friends is a workaround for most, since you can always revert to a saved game, something hard to do on ICO right now. On ICO you have : - exploiters (exploits fixed in 1.03, at least the known ones) - host leaving for whatever reason (defeated, crash, ragequit) will interrupt a game, and this problem is found in sins only, i don't recall any other rts having a client/server setup for multiplayer games (in a p2p setup there is no host)
Why don't you play against each other and post the replay here :D
Fast fix : add 200 crystal as starting resource. For the other problems, the patch note is unclear to what happens to the black market. We'll have to wait until it comes out to see how exactly it works now.
Considering single player works well i can understand the ratings. I hope this will get more people to play this game. The multiplayer aspect of the game needs urgent fixes. Exploits can't wait for a maior patch, and client unstability needs to be addressed some more. I'm saying this because a working multiplayer will keep those new people buying sins playing it, and tell their friends so the online community can grow to a decent size and good games can be played online regularly (maybe even wit
[quote]-Market exploit is fixed-Migration works, but there's a limit to how long it tries until it gives up.-There's never a "random" crash I crashed once since release and I'm pretty sure that was because I forgot to disable a mod.-They're not the ones reporting the copies sold, they're reporting on other reports, so...[/quote] Good, i sent you some minidumps if that helps. The numbers are strange because ironcland online went from 400 online to 80, same day of the week, same time but
Can you hurry up please ? This is unplayable now : - market exploit being too known and abused - when the hosts quits there is always failure to find a new host, even if there are several players able to host games just fine (did you beta test this ??) - in long games there are always client crashes occuring randomly, not related to mods/vista/nvidia, i can't believe it didn't crash during your tests. It obviously did but you released it anyway - community getting smaller really
No it shouldn't. Malice is affected only by direct fire, as stated in the description. You should test it to be sure, but i've used malice+vengeance a few times and vengeance damage didn't spread from what i remember.
The bonus is only temporary, kicks in after a 30 seconds delay (don't know why. during these 30 secs the planet draines 2.3credits/sec, resulting in more than 60 wasted credits), and the first planet will stay at 20, until the effect is over then it has no more a bonus.
Did you fix all those random client crashes that occured to players not using nvidia, vista or mods (i mean none of those. really no vista, no nvidia, no mods) ? The unstability of the client is currently preventing me (and also a few friends with completely different hardware/software setups) from playing, since every long match ends in a random client crash. I have sent a few minidumps, was wondering if you put them to good use since i don't see a patch note stating that.
You can't decide which ship the other player will be targeting, an advent player will normally kill your frigates first and leave the kodiaks alone. What can tec do against that, simply bring in 20 lrms while you are colonizing/researching and your malice level is still low. Kill everything and win. I have seen some advent going to illums in early game, building 3 temples, upgrading.. they usually die when they have 3-5 illuminators.
Advent need a boost for early game, or all competitive matches will be vasari/tec only. I can win 1vs1 with advent on small maps but usually it's either the enemy is advent as well or he's doing something wrong as tec/vasari.
The pirate base usually has a tax bonus, so it will give you 3.5 credits/second. If you have bounty on you, you can attack pirates guarding a neutral planet, and that will get your bounty down.
I do hope they fix all those crashes to desktop we get, with those minidumps.. just ruined a long ffa game, after 2h of preparation we were to clash 2 huge fleets in a final battle, and the game crashes. Also it would be nice to be able to re-enter a game once you crashed for some reason, that is if not everyone crashed, without using a saved game. Using save games works only when playing with friends/clan members in more organized matches. Not on random public games.
Nice optimized builds :) Thanks. Interesting is the extensive use of defense vessels.
I have a regular pc (E6700, and an now old 1650xt), and have never experienced problems with sins performance. I have been through massive battles, and i wasn't the one lagging. It's true it's not multithreaded, but a dual core still performs better than a single one because sins will most likely not be your only process running. If you have fps problems, it's probably either a very old pc or configuration problems. The load on 2 cores will be balanced by windows even with single-thread
Illuminators when firing one beam do triple damage (so full nominal damage) with it. So muliply that number by 3. I tried firing at a single ship with a single illuminator.. and it did full damage from just 1 beam. You can test it to be sure, maybe i did it wrong..
You're right on defense vessels, they're better than they look. What's is your fleet seup as advent ?
Yes, if you point your ears at it, you will notice many sounds being utililized multiple times across different games and even movies.
Only huge ffas take that long, a 1vs1 on point blank is usually done within 30 minutes or less. The enemy homeworld is at 1 jump on that map, you start fighting right away, if you don't, it's your fault that the game doesn't progress. 1vs1 and 2vs2 playing times will get shorter as people learn to play, and start being more aggressive instead of building up and parking their fleet somewhere without using it. When i first started playing, games were very long, because i was slow. They got shorter
The coice is difficult, they're all great. The mothership is a good first capital, you want that at level6 asap, and colonize helps early game. I choose the Halcyon carrier as first only when i plan to fight very early in the game (=small map, enemy homeplanet only a few jumps away). These 2 have something more than the others, which are still extremely useful. They all combine very well with each other.
Yes they will produce 2 ships at a time. No difference of course if you build a single ship.
A ship with venegance has a red note : damage retailation 40% (or 80% depending on level of the skill). That seeker obvisouly has not vengeance on it.
I still don't see the spread out damage from illuminators. I'm going to experiment a bit to verify what you're saying. I always noticed a great increase in damage once i change from disciples to illums, and there was no spread damage from 3 beams. Your four strats are for different games, there is no fixed strat that will work. Once your second temple is built, you should have scouted the enemy on a small map and decide which way to go in that moment. Yeah i know you have already built