a recent post on AI wishes . I think the point he was trying to make wasnt "the AI should commit suicide on my uber-fleet", but "the AI should realize that it's down to 1 or 2 planets and if it insists on going out in a blaze of glory, it shouldn't be running". The other argument is that the AI should surrender well before this point, when it has obviously lost already. personally, I dont understand why the game doesnt all
SithLordAJ
I get some odd things on my home computer. When I'm at work, I don't have any issues on the forums. But at home, I can't quote and the forum tree links (or whatever you call the 'Home > Sins of a Solar Empire > Strategy' links) dont work, and I get alot of "sorry your message was lost" when I write a reply edit: I wrote this and then immediately figured out that I needed to run the page in compatibility mode. It's been driving me nuts for weeks now and I'm so glad I got it figur
I really wish they worked right. the auto-join, as mentioned, is annoying and makes you constantly fight to keep it in order. The other day, though, I went looking for the formation button. I was sure there used to be one! oh! Its only for fleets? *sigh* yeah, I'd like to use it to keep my guardians a certain distance from each other, and I'd probably do something similar with flak. Theres a bunch of other little things I would use it for, but to put it honestly: ignoring the
you and pbhead are almost talking about an mmo. obviously, not the regular kind. but i think thats more work to organize all that and decide whats relevent. I have seen other games where developers listened too much to what people told them they wanted. The game loses its direction and its unique vision. If everyone gets their say as to what game they want, it ends up being a game no one wants. Now, community expansions /w some stardock approval/help (for things like
[quote who="bioudom" reply="6" id="2893957"]I like the ai to be more random. I believe that if it was that much customizable it would be very predictable[/quote] So maybe you can set it to randomly populate those settings too. I'm just in favor of more options. Right now, the AI (to me), doesnt seem very consistent in it's strategy (if it even has one). Giving it more character and direction seems like the best idea to me. It also seems to me like a way to bridge single and multiplaye
[quote who="MindsEye" reply="9" id="2894121"]What is in the new beta? [/quote]Children. Weren't you paying attention?
[quote who="MindsEye" reply="420" id="2894112"]Tec deals with it by using hoshis and armor+ hulls right?Well I think advents late game counter to the pm is the subjugator hull repair,only itdoesnt work right because it doesnt target like hoshi.So if they fix that Advent vs vas may be fixed and no need to touch pm.On top of that advent can research armor by +1 per level(granted high lab level) with no prereq.So to me there is already built in features for advent vs pm.Its just that they dont w
There really should be some tweaking options for the AI. That way, you could set how soon they give up, what stage of the game they get their cheats, how often it decides to retreat, how fast it expands, what type of offense scheme it throws at you (massed attacks vs many smaller attacks, or something similar). This is in addition to the economist/researcher/fortifier/aggressor/random settings. I'd also suggest allowing some degree of modding to the AI in order to make them smarter, b
I'll probably get the game for the single player assuming the game is halfway decent. It's too bad Ironclad didnt get out a Sins 2 with a single player/ a single player expansion, as they could have gotten the cash for this. I see alot of Sins in this game and I feel the original deserves the glory. I love my Sins though. Nothing will take it away. Not even men with guns/tanks/death stars.
[quote who="ZombiesRus5" reply="7" id="2893665"]When auto-attack is turned OFF Guardians will only auto-cast Shield Projection when they take damage. When auto-attack is on and an ememy is in weapons range Shield Projection is always auto-cast.[/quote] that is so weird.[quote who="ZombiesRus5" reply="8" id="2893671"]So probably two points here, should multiple Guardians be autocasting at the same time and should the use times for this ability be changed.[/quote] This was my im
[quote who="in-the-sun" reply="416" id="2893676"] I hesitated quite a bit wether posting this here or there... It's true for transfer antimatter, it suffers from the general targetting problems, but steal antimatter in fact is good when multiple Disciples target the same ship, until it has no more AM. I have no modding experience, but from what I've read so far it seems that the steal antimatter part should be fixed by adding a condition that prevents it if a target has less AM than a ce
really? thats interesting. I wonder what guardians do when you turn off auto-attack? They generally dont care about enemy units except repulse. would shield projection still auto-cast?
[quote who="in-the-sun" reply="412" id="2893639"]I suggest, if possible, tweaking the Disciple vessel "steal antimatter" ability to stop targetting the same ship when it has less than a certain amount of antimatter (I suppose 25 would be good, as the ability steals 25 AM). Currently, on autocast, all Disciples use steal antimatter on the target they are attacking, even if it has none left, at which point it becomes kinda useless... The other Disciple's ability to restore antimatter also suffe
Well, congrats to your team member and thanks for keeping us informed.
Yarlen, is it possible to get a detailed discription of the new system? I never play with pirates on (well, maybe a long, long time ago) and am slightly confused as to when I'm about to get hit hard and when it'll be soft. And btw, I think the very first raid of the game is still too difficult. It might be because the first raid is always on the guarded level and not the low level. Thanks for the hard work, though!
yeah, I was saving a similar idea for if a vasari player ticked me off. What? bypassing mitigation is balanced? oh, well, why dont we just take some of yours if your okay with that. course, TEC would want someway around mitigation then...
for culture, why don't the two players combine culture? so both players special effects apply and you might get a better spread rate of culture. This would go well with that culture victory condition. Im not sure what you might be able to do and what you might not, but I dont see the current setup changing much. You'd have to mod it.
I want to play around with these ideas about phase missiles, but I'm not sure what file to look at. how exactly do phase missiles by-pass the shields? is that hard-coded?
well, im not 100% sure how it would work because if the domina granted shield block, that might only work for that ship unless its tied to shield properties somehow. if it was able to work across the fleet /w a shield block 1/3rd (just making this number up), im not sure if youd get that 1/3rd blocking all the time due to it being an inherit part of the shield, or 1/9th of the time due to the guardian's damage absorbtion working 1/3rd of the time stacking with the 1/3
[quote who="Seleuceia" reply="359" id="2892057"]I would advocate the shield projection of the guardian over the domina's perseverance as a means of PM blocking...dominas only affect one target at a time and take too long to select targets, meaning that they would only be useful for capital ships...sure, that has some use, but not much...[/quote] [quote who="Darvin3" reply="360" id="2892070"]Too much concentrated awesome on a single ability. I agree with the others that persevere
that last post I had was actually in support of Darvin3's idea to make the last advent shield upgrade add mitigation against phase missiles. I am starting to get ticked off that the quote button doesnt always work and other 'mysterious' forum problems are plaguing me.
the problem I see with the pirates, is they jump to that guarded level before you could even have researched repair platforms, let alone shield bestowal. The tests I performed showed them going to guarded as soon as the average number of planets per player was 2. Which happens real fast, and a raid isnt far behind that. you might be able to get hangers and some beam guns out, but I seriously doubt you could get a static defense up to protect your second planet (which is usually a mea
i could get onboard with that. anyone want to throw together a test mod?
while I am an advent fan, and do agree with a tweak to phase missiles, I do not agree about the part with shield mitigation being factored in. I might be completely off in this regard, but I see a balance in that the Advent shield technologies give them an advantage over TEC, while its a weakness against vasari due to the phase missiles. And I am okay with it being setup this way as long as there is a way to make up for it. If mitigation were factored in, against both factions you would just
the DE already gives a mitigation bonus due to the culture research you have to do to get it. It's powerful and helpful in it's current form, just not enough to be worth the extra research, money, and time. as for the starfish, I think it should get an ability to either focus all their weapons together (so that the banks facing away from the target can fire). Or it could get an ability that simply ups the damage for a small amount of time. Or it could have another gun added (in the ce