FellDian

FellDian

Joined Member # 3213127
2 Posts 21 Replies 10,900 Reputation
Reply to DOTA mod? in Sins Modding

No offence, but I don't think DotA would suit Sins, and needless to say it would be impossible (In my opinion) to do anything like it.

10 Replies 6,430 Views

Haha, nice reference to Danman, I'm sure your support will mean a lot to him. As for your comment, it's better if Danman handles it away from the dev team then he can work on it towards his own ends, rather than having a team of people pick over it and remove his creativity that so many people enjoy.

5 Replies 16,903 Views

First off, never quote a website where anyone can change the facts. Secondly, no one said Starcraft wasn't revolutionary or anything, it's just better to judge a game based on what it's got, not how similar it is to something else.

16 Replies 28,151 Views

I'd advise against posts like these, the Dev's do not need any pressure like this, it'll be out when they are convinced it's acceptable to show us. If we rush them then we will take time from them that they may need. Next time bite your arm or something instead of making a silly post like this.

15 Replies 59,036 Views

Exactly OctopusRex, why match a race up to a SC race to find your play style, each race doesn't have a defined strategy, it's always open for player interpretation.

16 Replies 28,151 Views

The only things I could possibly hope for would be: 1. New diplomacy options (Demands, threats and pleas for peace) 2. New pirates (Acting like a real AI with the raids on the side, rather than just pre-defined raids) and finally, 3. A reworking of the AI tactics (Aggressor can't stand a fight, Fortifier never builds enough defences, Economist never builds himself up enough and Researcher is always outclassed).

70 Replies 100,853 Views

Go into the diplomacy menu at the top of the UI, all missions are automatically accepted and you can keep track of each in the mentioned menu. Just look for the player with the yellow flashing light beside their name, that means there is a new message from them to you that you haven't inspected yet.

2 Replies 3,451 Views

Why does everyone compare Space RTS games to Starcraft, I mean, Hell, can't a game be judged on it's own merit rather than attempting to compare it to another.

16 Replies 28,151 Views

Despite everyone's request, I would not like to see new capital ships, instead one special capital ship per each race that would be the defined flagship for them. I would actually prefer to see the frigate and cruiser classes fleshed out a little bit more, at the moment it seems primarily based around just damage dealing, I would like to see a couple of classes more based around either subterfuge (I.E. Being able to disable defences for a brief amount of time, or triggering a small emp bomb in a

32 Replies 63,327 Views

I'm having a small disagreement with the Galaxyforge tools, I set up a standard 5v5 map with each player being assigned a specific planet in either system, yet I cannot stop the tools from randomising the starting locations. It's quite annoying as I have set each planet's ownership to different players, then set "Is Homeplanet" to true, yet it shuffles the order of players, I have no idea what I am doing wrong, all suggestions are welcome.

8 Replies 47,289 Views

That's strange, ah well. At least that's probably as close to a solution as I've got so far, :P

24 Replies 14,262 Views

I was referring to the max capital ship discussion, thanks. Anyways, back to the main point of this topic (The AI retreating, in case you are not sure Carbon.), I recently discovered in the tactical management menu there is a "retreat" command which completely matches the actions of the AI, and I already know that it is possible to edit these abilities, but is it possible to remove them from every unit? This of course is the assumption that the AI uses this command, which is a small pos

24 Replies 14,262 Views

No offence meant, but you've kinda derailed the point of this topic, though your discussion is valid, it's not really on what this is meant to be about.

24 Replies 14,262 Views

Thanks for that reply Danman, I did actually look into your mod because I briefly read that you were trying to change the AI, but it looks like I need to wait a bit longer.

24 Replies 14,262 Views

Derek, that would be a good subsitute for retreating, less speed and possibly an armour disadvantage. It's just annoying that you can only get the epic cinematic fleet battles with other players and the AI acts like a four year old child running from a wasp, humourous but annoying.

24 Replies 14,262 Views

Carbon, there are a few mods that are attempting to raise it, and to quote from the 1.04 change logs. "-Fix bug where AI would retreat from his homeworld or last planet." So it is possibly at least for the Dev's to edit the AI scripting, yet maybe in the future they will release tools that will allow the players to edit the scripts, but they themselves have edited features which are related to what I would want.

24 Replies 14,262 Views

Any chance that you could elaborate? Can you not edit the AI with the current tools? (Although a recent patch, not sure which one 1.03 or 1.04 edited the AI scripting) Or is it hard coded that they need to retreat?

24 Replies 14,262 Views

Hey, first time post so I'm still not sure about the entire set up going on, my apologies if this is in the wrong section. I have been playing Sins of a Solar Empire for a week or so now and have thoroughly enjoyed it so far, I'm running 1.05 and have barely dabbled into the modding region yet (Seven Deadly Sins being the only mod I've found that worked with my version, :P) but I keep coming across the same annoyance when playing online with friends. Firstly, the AI seems to

24 Replies 14,262 Views