I hope it was intended. All AI are easy to beat in this game. Check out my post here: https://forums.sinsofasolarempire.com/319532
Alexboculon
And please don't just say "until it's ready." There have been tons of bugs uncovered, and I wonder when it will be time to get things going on 1.1 I'm just wondering if it's worth the trouble at this point of uninstalling the entire game so I can downgrade to 1.05 and actually play online. I enjoyed testing the beta in single player, but since there are like 9 people online in the beta right now (all in games already), going back to 1.05 is clearly the only option for getting an o
I only just recently noticed this was a big. At first, I just thought that my caps were generating their own fighter squadrons automatically, in addition to the bomber squadrons I chose. It seemed reasonable to me that way. Of course, this only seemed reasonable until I realized it applied to all carriers, not just caps. Obviously I don't think carriers should just get a free squadron each...
Currently 9 people online in beta, all already in games.
I think the AI is still very disappointing. Still very beatable, even on unfair. Several major problems that they just can't seem to overcome: 1. The AI just allows you to have any and all resource extractors on asteroid belts, gas giants, etc. They don't try to capture them, or put up a fight trying to get them first. This advantage alone makes the game hugely unfair in your favor. 2. The AI spends huge amounts of its resources on siege frigates, even in the early game. WTF? T
This has been discussed before, but I still say the races are all the same. The fact that TEC has trade with 2 reserach stations and it takes the Advent 3 is a pretty minor difference in my opinion. The ships are all mostly equivalent, and it all evens out in the end. I play random race selection 100% of the time, use similar strategies regardless of race, and win about 4:1 more than I lose online.
One other thing that just occurred to me: Dont rely on getting lots of caps. Caps are very weak relative to their cost. If you have 3 caps, and the enemy spend an equivalent amount of time, research, and money making 40 long range missile frigates, he will kill your caps with about 35 frigs left over! I used to rely entirely on caps when I played the AI, but I quickly realized that real opponents are too smart to do this against. Nowadays? I use all caps as a fun back-up strategy when
These tips apply to all RTS games equally. I am not a sins expert, but I do well online because this is not my first RTS game experience: The biggest problems I see in noobs are not bothering to scout, not making fleets, and not using money wiseley. These are things that seem obvious when you look back on things, but are not always obviously important at first. The first thing you need to do in any game is build at least 3 scouts and set them to explore. You need to know where
On average there are about 15 people online in the beta - None of which are available to join games. I have yet to find a time when there was anyone there at all who was not either already in a game, or AFK. I don't usually play during "peak times," so I don't know how many are online during say, a Saturday night. There is no way to tell if Alloy works if there is nobody to try it with.
I can say for sure that if you want to play MP, things are not looking good right now. I got 1.09 and there is never anyone online. Like zero people. Out of the 10-15 that are online at any given time, most are in games already, and the others are AFK. I've started small games and waited a half hour, having nobody join the entire time. My memory of 1.05 was that there were usually only about 100 people online. I figure you can subtract some from the number for those like me who tried t
I dont buy the BS inertia argument, because they turn much farther than they would if you micromanaged them to stop turning. I can see how this would be hard to fix though, and since it's not really a "bug," but just a lack of complexity in the AI, I doubt it will be fixed.
I've also found flak to be ineffective, especially against bombers. It's a constant pain to micromanage them to stop "chasing" fighters as they zoom across the planetary system, and most of the time they are not even able to fire at anything. I'm not sure about a ratio, but if the enemy has strikecraft, I usually rely on either a cap ship's anti-fighter ability, or strikecraft of my own.
This was always a problem, but it still needs to be fixed. Cap ships will normally turn to face a target that they acquire with the side of the ship that offers the most possible firepower. However, if they acquire a target that is moving, the cap ship will continue it's original rotation until it is facing the direction that used to be optimal , before realizing that the enemy has moved, and adjusting its position again. It seems like when you hav
[quote]If you can't download, try the alternate download option in Impulse's preferences (click the blue orb in the corner).[/quote] Just a general usability tip to all developers out there: Don't put any important options under things like blue orbs. Normal people like me do not have it occur to them to click on things like that to get more options. It looks like a piece of the background to me. I had the same problem with microsoft office 2007 --couldn't even save a file unt
I've always thought that was sort of a BS ability anyway. With the Kol it's obvious you are killing the strikecraft when flak is used, and with the advent carrier's telekinetic push, it's also obvious you are affecting them. The Devastator just sort of does nothing. Sometimes it seems to work, but sometimes not. Even when it does work, it's by far the least cool of all these abilities...
[quote]Matum,Change log.Technical FAQ. If there is a minidump file present, please zip it up along with a copy of a dxdiag from your PC and a description of what you were doing when it occurred to support(at)ironcladgames(dot)com. Please note that you must provide your Sins of a Solar Empire serial number in your email to receive support (anti-piracy measure).[/quote] That is a perfect example of why things still don't work. Sure, you can send in helpful error information...... [U]if[/U
[quote] the game worked perfectly fine from the start. Considering how complex the game is, it is no surprise that the game may have some MINOR issues. The devs put out 6 patches in 6 months I believe - you should be ecstatic with how this game is developing.[/quote] I am happy with how the game itself plays, I'm not happy with how it works online. Considering that this game has no single player campaign, I think it's fair to say the multiplayer component should be a very important feat
[quote] I know that they have an ethic that says it's better to miss deadlines that put out crap.[/quote] Why are the only options available either putting out crap, or missing deadlines? It's too bad they don't have a work ethic that says work hard to meet deadlines they set for themselves without having to put out crap. I still consider this update to be a fix for major issues that have plagued this game from the start (and led to an anemic online following). Is six months h
I second the need for 'ignore,' and 'ban' features. I've had several games where a troll joins just for the purpose of ruining it, and there was basically nothing I could do to stop him. I'd kick, he'd rejoin, I'd kick, he'd rejoin. Hosts have no control at all.
I'd also like to see technology play a larger role in who wins battles. In this game, the larger force wins, no matter what. 10% more firepower on one side or the other is too minor a difference to be significant. Like was said above, the upgrades only make sense when you already have a huge fleet. The extension of that thought is that upgrades only make sense in long long games. Personally, I like to play games that are significantly under 2 hours, so I basically never upgrade unless
1.05 will never get here though...
[quote]As to why they just fly through a system... you show me any where in history where a pirate or even pirate fleet was a match for ships of the line. They never had any reason to attack a fleet... they had letters of mark that allowed them "permission and compensation" for attacking enemy shipping and ports that were lightly defended. That is why they go for your shipping... that is where they get money for them.If any thing to make this more accurate they should never engage your fleet...
I find that the races are all very similar. They all have the exact same ships and nearly the same research, except that there are minor variations within that. The Illuminator is harder to get, but stronger than the TEC LRM, for example. Basically though, you can be any race, and choose any strategy you want and it will probably work out fine. The differences are not as big as they seem... For example, the TEC's LRM uses less fleet points than the illuminator, so you can get more of th
This explanation of how phase missiles work makes sense, but i dont like the idea of getting practically no benefit when not using focus fire. What if you have a vulkoras desolator, and you are using it by itself at some point early in the game? All it's missiles would be essentially unaffected by upgrades, while enemy capitol ships would be getting stronger and stronger.
Lord of the Rings the Battle for Middlearth II has a hero customizer exactly like what you are describing. It works great. If you want to design a "capital ship" like hero with all his special abilities fireball like attacks, that's totally up to you. It's a good idea. It's not going to happen.