AndyFunk

AndyFunk

Joined Member # 3089239
5 Posts 9 Replies 142 Reputation

Whenever hotfix 1.05 comes out please make a big fat post on sinsofasolarempire.com. Then I can download it and start playing again, instead of having to troll forums to find possible patch status updates. Thanks.

15 Replies 20,400 Views

This is Foundation, a guy who sorta mingled with the "veteran" community for a few weeks but got sick of multi-player instability. For a while I had relatively good luck completing online games, but after a few consecutive nights of mini-dumps and player drops, I got fed up and have picked up other activities. I might give Patch 1.1 a chance when it comes out, but basically the frustration of shoddy networking/programming has driven me away. Sins is a fun game, but I can't sub

64 Replies 167,274 Views

@Mr. Checkmate: In this thread we have thrown around the following ideas: - Stardock has sold 200,000 copies of Sins - very roughly, less than 1% play online - the single-player community is mostly happy - Stardock primarily caters to profits (I hope not) - Stardock wants to create a great gaming experience (hopefully) If you take any competitive experience, sport or game, the flaws in the system only show when you take it to th

29 Replies 51,605 Views

I threw in the part about "fluid unit control" to try and avoid the inevitable dispute, but the truth is there has never been as effective a micro-control scheme as War3 had. They took unit control to a whole new level. If you want this game to be less of a click-fest, then the fix I'm pointing out is exactly what we need. As it stands, you would need a lot of scrutinizing, tabbing, hunting and searching for units in order to get the same effect that maybe 5-10 "press hotkey ability, c

5 Replies 11,268 Views

The way ability commands are handled when selecting multiple identical units is getting in the way of effective control. For a game that is supposed to be less micro-intense, there is a HUGE oversight in the ship ability logic. In Warcraft3 (cited because it's the best RTS ever made, especially for fluid unit control) if you have a homogenous group of units selected (let's say Orc Shaman) and clicked "Bloodlust" on a unit, the closest, most relevant Shammy would cast Blodlust on the targe

5 Replies 11,268 Views

None of the balance issues matter if games cannot be completed (or even started) online. It's unfortunate that the technical difficulties are going to chase away waves of player who might have otherwise stuck around and strengthened the online community. As it stands now, I wonder how many people have already dropped this game for other pursuits.

6 Replies 6,856 Views

The connectivity problems are single-handedly destroying ICO matches. Whether it be firewall woes, minidumps or random drops, the online experience is murdered in cold blood. Game balance doesn't even get a chance to speak. It is an entirely different question whether this game is meant to be a "quick and dirty" small map LRM-fest or a longer, fully fleshed-out empire clash: if the game is ended by anything other than people, nobody feels resolved, and it seems like a fat waste of time.

6 Replies 6,856 Views

Check out this post in the Multiplayer forum and see if it's interesting. It links to a 3v3 Replay downloadable from sins.bz . This is my relatively new perspective from an example Multiplayer game, focusing on a single 1v1 match-up within a larger team game. It is down and dirty. No Trade Ports in this side-match. I added modest commentary on the download page. Watch it fast if you want to, only 2-3 days until the next patch breaks

1 Replies 7,143 Views

Ok, "tutorial" might be a stretch. If you want to see how a decent multiplayer game unfolds though, I have posted what I think is a fair example. Download it at sins.bz . You have to put it in a Hidden folder, which you can only see by opening Tools (at the top) --> Folder Options --> View --> click on "Show Hidden." The path follows: C:\Documents and Settings\**your user name here**\Local Set

0 Replies 5,328 Views

Also, my Small-Random 1v1s have been extremely fast-tech oriented, where the dominant move is to build 5+ military labs asap, letting a lone cap clear asteroids. Once I got used to the fast-tech approach though, I found that these games saw more strategic decisions being made about fleet composition and expansion priority, because after 15 minutes of relative peace the fleets start to become formidable.

3 Replies 3,251 Views

Yes I like Random maps better so far. There's something to be said for a "balanced" map like Close Encounters or Kronac's Cross for fairness and ultimate competition. However, in the presence of a serious game-breaking rush from Embargo, a Random map offers the added level of uncertainty that makes that strategy too risky. Minus Embargo some fixed maps are great, and I haven't gotten a chance to try the rest.

3 Replies 3,251 Views

As of today's patch, missions have a 10-minute longer completion window and award less Unhappiness when failed. I think they listened to you. :p

8 Replies 4,271 Views