I agree. What a lot of people don't realize is that it's possible, in a team game, for you personally to get knocked out but for the rest of your team to still win the game. I often see this happen when someone gets a crappy starting spot between opponents on one of the random maps. (Solution--learn to play customs and help to develop a custom map underground.) In that case, my advice to players is, [I]"Don't lose your entire fleet and capital ships--just get it out of there a
DirtySanchezz
Gametimes? If we can get enough people to install the maps, they could be hosted at any time, ideally. I have no idea what the bailknight mod is, but for now I think our best bet is to just get people to try custom maps. Once the community is into that, then perhaps people would start playing custom mods.
Aractain--you think I just let all programs including Sins have affinity for both cores? Sins is single-core only more or less, or at least one large main thread and then a small secondary thread as I understand it.
I was just thinking about how, in 1.1, building strikecraft carriers will be more worthwhile and then it occurred to me -- what if each carrier can carry 2 or 3 strikecraft? If a carrier costs about 6 supply points and people start spamming them out, that means that for every 6 supply points, instead of having just one LRM, you end up with 3 or 4 units that CPUs have to keep track of. I can't speak for other people, but I play on a Socket 939 Athlon 4400 overclocked to 2.4 Ghz and
[quote]well If i'm not mistaken theres a glitch that disconnects you from ICO while your sill online so that you don't show up. its happened to me about 7 times now. so it could be very possible that there are more people online and you just don't see them cause ICO doesn't recognize them.[/quote] It hasn't happened to me very often, so I don't think too many people are going uncounted as a result. I more or less agree with Adama. During prime time you would hope to see at least 500
Well, if you're in the Lobby you can see how many people are connected to ICO. As I understand it, it counts people who are in the Lobby, those who have joined games, and those who are already playing them. I don't regard 150 people online or in the Lobby during North American prime time as a high player count; not at all. As I type this (8:50 pm, U.S. EST) there are 135 people listed as being online.
[size="4"][color="#00FF00"]If you download with Firefox, you may have a problem. File should be about 143 K unzipped.[/color][/size] I had a problem downloading with Firefox for some reason. I'd get a file that was about 64 K and I couldn't unzip it. However, downloading with Internet Explorer didn't seem to cause a problem.
I just put a new map together today. Introducing [B][color="#00FFFF"]3v3 Gateway to Paradise[/color][/B] which offers Sinners a chance to fight over a lucrative, empty star system. I designed this map for 3-on-3 clan matches and public games and players start near their teammates. The home system is symmetrical so it's fair for each team. I wanted to make a map that would be somewhat similar to the standard map, Gateway, but with better starting positions for all of the playe
It happens when the host either quits the game or lags out or minidumps, etc. Ideally the game will migrate to another host and AI will take over for the original host. However, with so people being able to host it doesn't work real often, though I have seen a few games migrate successfully.
Yes. For online mulitplayer, once it starts to go downhill, it really goes downhill unless the other human players bugger out and become AI or fall asleep, etc.
[quote]I also like small maps for the reasons you listed. Unfortunately, I don't think the random small is really viable for competitive MP. It's often imbalanced by one player having an easier path to desirable planets, and sometimes you get something really ridiculous like one side bottlenecked behind the pirate system while the other has free reign over the rest of the galaxy (I've actually seen this happen several times).[/quote] This is why this game needs to develop a custom map c
[quote]The AI will probably seem like a cheap bastard when you're very new and still figuring things out.[/quote] I agree; the AI is a cheap bastard, sending out microfleets of a couple siege frigates to bomb your planets, which makes you have to send a couple frigates after them. It's mostly harmless but it can get annoying sometimes. Can't say it's awful strategy though; it does distract me and slow me down a bit. Online folks also make guerrilla attacks with "micro fleets". <b
[quote]i purchased in may i think. basically play it every night and i have only scratched the surface of the available maps. i havent ventured into mp yet and dont intend to. i would say after about 2 months i have only played about a third of the single player game.[/quote] Why not give online multiplayer a try sometime? If you've been playing every night for two months then you should be pretty competitive with the other people who are coming online for the first time (folks with
(Bump) No one else likes the idea of an online multiplayer tutorial for this game or at least some sort of encouragement function?
When I downloaded the one from Mediafire, my AVG said the same thing.
I've wondered when I'll finally tire of it, but I bought the game in March and it's been my #1 game ever since, even muscling aside Unreal Tournament ('99) and UT 2004. AI? Based on 4X games that I've played, I think the AI is above average but not amazing. The "Unfair" level AI does cheat. However, you don't need to worry about being restricted to only playing against AI because this game is also great for online multiplayer against real human opponents! Online multiplayer is
I've wondered about the Domination strategy myself, not that it's really practical. Suppose that you did have 16 Level 6 Raptures. In any battle you could turn 16 enemy ships for an effective difference of 32 ships (opponent loses 16, you gain 16). Speaking of the Rapture, will it's value increase in 1.1 since it has the ability to improve the firepower of strikecraft? If your fleet has more drone hosts (and thus more strikecraft) then the value of this capital ship has increase
[quote]Pirates really aren't a large threat they have no shields and are all hull![/quote] The problem isn't that you can't take them out, it's that they come after you continuously until your bounty is lower than someone else's bounty and they consume your fleet's attention--the time you spend fighting the pirates (capital ship food) is time that you're not spending on colonizing planets or whatever else it is that you'd be doing with your fleet. Should a game be decided based on who
All of this talk about how the game needs a single player campaign has compelled me to start an alternative thread about why the game needs an online multiplayer tutorial. Such a great game deserves to have more people playing it online. Sadly, Sins's online player counts aren't real high for a game that has supposedly sold a couple hundred thousand copies. Solution? This game screams for an online multiplayer tutorial! The tutorial could hold people's hands and could visually
It's not bad, but I wouldn't call it best. The Sins online multiplayer user interface is severely lacking, but functional. Based on the limited number of games that I have played, I nominate [B][color="#FFFF00"]Unreal Tournament 2004[/color][/B] as a candidate for "best user interface". (Ironically, after doing such a great job with the UT 2004 user interface, Epic Games consolized UT3, making it a candidate for "worst user interface".)
With the nerfing of RA and the Subverters, I'm wondering if it will even make sense to play Vasari anymore at all in 1.1.
Awesome! Nice work!
I'd been wondering what was going on with your mappack. I hope you decided to include my maps in it. I'd consider trying to host some of your maps but if you think it's hard trying to find 5 people who will download a map it's even tougher to find 7.
(Bump!) Well, it's been about a month-and-a-half since I put up this thread and it's time to refresh the subject. I've hosted several games on Asteroid Belt and now more and more people have the map and seem to like it, so at least we can have Asteroid Belt games. Why play custom maps and not the standard maps? On a good map, you'll have: (1) Fair starting positions for everyone. (2) Balanced if not symmetrical map for both teams. (3) Start near your all
I just play with pirates off because I think the pirate system is messed up. The problem is that the only way to lower your bounty is to lose ships. I think that destroying pirate ships should lower the bounty too (they get scared of you). I tend to see games with pirates on as noob games that I'd prefer not to play if I notice that they're on in the settings.