Any time you take a new planet or asteroid, it costs credits to maintain until you upgrade the planet infrastructure. You do that using the buttons on the bottom left of your screen (the top left button to select planet upgrades, and then the top left button again to select upgrade planet infrastructure). The upgrades cost credits and I think crystal and metal, and it takes 2 upgrades for the planet to stop using credits. With the third upgrade it will start to generate positive t
Ovangkol
The updates are excellent and I think bought you a lot of good will and grace with many of your customers. I can't imagine how frustrating the situation would have been without them for all those who bought your game. Unfortunately, like many things, it is a results business. If the car I bought constantly breaks down over and over, the good intentions and hard work of the manufacturer and dealership to make it right and the reasons for their mistakes in the first p
The status reports are great. Heck, I like them and I don't even have the game!
I do like games with campaigns, but lots of good games over the years have not had one -- the Civilization III and IV; Sim City (to go back a ways) -- and now Sins, and I guess Demigod (I don't own it). On games wiith campaigs, I tend to play the campaign and then put them away (e.g., Warcraft III, Starcraft, Descent). I have certainly gotten enough re-playability out of Sins so that I haven't missed the campaign much. For me, the lesson is that you have to investi
I agree that the AI now tend to use mostly starbases and mines for defense, although I have also seen those backed up with turrets. I am sure that it's just that I am only minimally competent myself, but I am pretty satisfied overall with the AI. Not that I would mind further improvements...
I just finished my first game with Entrenchment 1.02, single player, on the Gateway map, unlocked teams FFA v. 4 normal and 1 hard AI (OK, I'm not very good -- I had gotten killed in the first hour when I tried that map against 3 hard and 2 normal). I noticed a few things: 1. The AI surrendering conditions seemed much improved from my pre-1.02 games. The AI did not surrender prematurely. The first ones to be destroyed did not quit early, but seemed to keep figh
I was watching a replay that came to, I suppose, the end of the time in that replay, but instead of letting me quit, Sins froze and I had to use control-alt-delete to get out of it. Not a big deal, but if you want the minidump file let me know where to send it. Thanks.
Thanks, to the developers! Looking forward to seeing the how the tweaks on Ai surrendering work out!
I think that it would probably work if in a multi-AI FFA, the AI never surrenders (and neven is considered "dead" - how can it be dead if it has a fleet and multiple planets? -- but this seems to happen all the time) unless it is the last AI in the game. Until then there is no point to an AI surrendering. Its not like its feelings can get hurt from being irrelevant, or it has anything more fun to go do. So long as the game is continuing, even a weak AI that has not been
Continuing play with a dead or surrendered AI (as it currently works) is a pain. If you have ever needed to clear a gravity well that a "dead" AI left in a planet that you want after the AI showed as "dead", you will know what I mean. Because the AI is dead, the fleet will not automatically target or clear the mines any more. If I really want that planet with the mines gone, I have to target each one individually.
When Sins first came out, I recall that behavior of the AI did change from Easy to Normal to Hard. You can see, for example, that the Easy AI tends not to spend all of its Credits. Hard did not at first get a resource bonus, but was just "smarter". Then Unfair took the Hard brains and added a resource bonus. There was a lot of complaining at the beginning that Hard was too easy, which I think is why Hard eventually got a resource bonus in one of the patches.
I expect that programming the AI on a slider might be a bit of challenge. Of course, I wouldn't mind additional options for AI difficulty. In the meantime, I have two suggestions that helped me and that I pass on to you for what they are worth. I'm not a great player by any means, but can pretty much hold my own with hard AI most of the time and get killed by unfair. If I play FFA, I usually have some hard AI and some normal AI as the other players. Fir
A number of people have commented on this since Entrenchment came out (and I really like Entrenchment generally!) The Devs were responding to complaints that it was tedious to have to wipe out every AI ship and planet in order to win a game. I can kind of understand that in a 1 v 1 game against the AI, but I agree with you that the surrender now often comes way too early. Even worse, in my opinion, is when I am playing against multiple AI in a FFA game, and discover early
I just got Entrenchment, and have a few questions. I only play single player. I know these are basic questions, but help wiould be appreciated. 1. Where in a gravity well is it best to locate a Starbase? Should it be closer to the planet, to try to protect structures/and the planet? Or is it better to have it out at the edge by a phase lane? How close does it have to be to a phase lane to disrupt it? 2. I built a Starbase in a Magnetic
I think a lot of these ideas could work to improve the AI surrender/death issues. Whether a surrender routine is initiated by the AI, or human player, the AI should continue to fight and play normally until both the AI and the human player agree on the AI surrendering. And while I think this is true when there is only one (or only one remaining) AI opponent, it is especially true when there are multiple AI opponents in a single player game. The complexity of a FFA with mul
I couldn't agree more. It's hard to have a nice, long epic FFA battle when weak, but still viable AI, with planets and fleets, decide to go home early. On multiplayer (which I don't play), I understand that when a human quits mid-game an AI takes over -- perhaps there should be a replacment AI to take over when an AI prematurely surrenders in single player[e digicons];)[/e]
Just want to add my thanks for this and the related posts. Very helpful to me! I had read all of the change logs, but hit information overload and had trouble pulling the big picture out of all of the details. So thanks again!
I think the current AI is just too easily depressed. A major battlefield reversal, and it jumps off a bridge. Maybe if it saw a counselor, and took a few prozac, it could find a way to pull back, make a new plan, regroup its forces, promote a new admiral to lead its fleet, make a new alliance or two, and not wreck the game. [e digicons];P[/e]
The AI definitely surrenders too early now! I was playing a free for all against 5 AI (FFA), a mix of hard and normal. I allied with a Hard AI, and was battling two normal AI on two fronts, when I discovered that two of the AI (one of the normal AI I was fighting and one hard AI on the far side of the system) had surrendered (or considered themselves defeated) -- broken glass in the diplomacy screen, no longer available for alliances, no longer allowed as a pirate target. E
I didn't have a problem playing iTunes in the background with Entrenchment yesterday. Unfortunately I don't know why you did and I did not.
When I went to Impulse and clicked on My Games, sure enough Entrenchment was there waiting for me and all I had to do was select Download. Hope it works as easily for you.
Don't rush to build two of each kind of lab. That uses resources you don't have early in the game, or that woud be better used for more ships early on.
Thanks, It still bugs me to have all my ships flying around "re-forming" fleet in the middle of a battle. Wish I knew if that time that seems to be wasted is actually useful or not. Or, when a battle starts would I do better to get all of my ships out of the fleet and let them fight on their own and re-from the fleet after the battle. I have to believe that an organized fleet will fight more efficiently, but wish I knew if that was true or not.
I only play single player and really like it. I don't know how you get out of the predicament in your particular game. But in a new game, if I play wiith unlocked teams, I try to become allied with at least one other player by performing the missions. Usually I pick a player with a homeworld near to mine. As soon as I get over 50% favorable rating I enter a cease fire and go from there. On a 4 team map, one ally seems to be plenty. If I don't want to be b
I have questions about fleets. I am pretty new to the game, and play only single player. I started playing small maps and the smaller medium maps, and have only rarely felt the need to create a fleet. I don't micro battles (other than some focus fire from time to time with LRM's on vulnerable cap ships) and don't want to start. I generally defeat hard AI, but they are an entertaining match for me and once in a while they surprise me and I lose. I am going to star