Hi, After doing some tests it seems that the Counter-Deployment research of the TEC loyalists doesn't do anything. In the games I've tried, it doesn't speed up frigate production when a enemy ship is in an owned gravity well. It's not just that the infocard gives the same timings, I've timed some ships and they effectively take the same time to produce.
in-the-sun
Devs, could you please check this thread about culture (especially the post by master1a) ? I'm quite sure now there's a long standing little issue about that (at least a UI issue, but maybe more). https://forums.sinsofasolarempire.com/411209
Interesting... Just did some tests like yours testing each step of the advent culture updates and it effectively doesn't show a difference until a new culture center is built. Also, another interesting problem : With a base of 10, 5% change should be 10.5, not 10.3, and 10% should 11.0, not 10.5, and so on (behaves this way to the max upgrades). That's weird, seems to divide by 2 the supposed effects... Ryat, I didn't really understand what you wanted to sa
[quote who="Wrath89" reply="12" id="2983510"]Lol. I'm sure they're aware by now that there's a problem, let's just give them some time to fix it, guys.[/quote] Sure :)
What version do you have ? Trinity or separate diplomacy expansion ? I have Trinity, live in Europe and update went fine. Maybe it's not available everywhere yet. Or maybe there's a problem...
I have updated without a problem approximately one hour ago...
Just added your point.
Yes I played an AI game today and I'm pretty certain that it said 3.50, and that I really could get a cease fire at 3.50.
I am wondering, why doesn't the displayed "Culture rate" on planets augment when you do research to upgrade culture spread rate ? Say you have a planet with two phase lanes, on faster settings, with one non-upgraded culture center, "Culture rate" will say 10.0. If you upgrade your culture research, this number stays the same. I suppose culture spread rate is truly upgraded with research, however now I have a little doubt, since no change shows up on the planets' infoca
Ok guys, sorry for the little delay. I just added your ideas to the list. :) [quote]I've mentioned before (but not in a dedicated suggestion thread) that pre-selecting strikecraft composition and auto-attack (particularly for scouts) would also be helpful.[/quote] Being able to preselect auto-attack for scouts is a must I think. Strikecraft composition would be a plus, however how did you think it could be done ? I first thought that it wasn't easily doable without big
Hum the 0.5 value you point to for the cease fire is wrong I think. I'm quite sure it's 3.50 relationship (so 0.35) in Diplomacy 1.31...
Yeah I minidumped too and so did KL3MZ (if I'm right and you're talking about the game we just had). I think we all did. And it happens quite often on ICO (for the few games I've had there) since 1.31. Another annoying thing, after I minidumped, the replay isn't working. It's there and I can launch it, but then I see the start of the game and nothing is moving... I can neither get it to work from autosaves since the record starts at the point of loading the save.</
Well sadly Sins has not been designed to take advantage of multi-core cpus, so having 1 or 4 cores doesn't change much the game performance, as it will only uses 1 core. And this is not going to change soon, Rebellion will stay on the same base engine. Clock speed and general CPU efficiency matter much more than the number of cores for Sins. My i5 3.2ghz works fine, but I don't think it would handle big entire games at twice speed... But... Why not just play at normal
What do you guys think of this idea for resource focus ? (maybe it has already been said somewhere I don't know) Make it passive, with a tiny extraction bonus per trade port (I mean something like 1/2/3 % depending on the level researched), but stackable, with a stack cap at around 10-15% for example. Doesn't help with the early game though...
[quote]2. Better building placement. Especially Starbases and other defenses. [/quote] Also, making the AI prioritize building repair platforms over turrets would be nice, or at least making them build some, as currently they rarely if ever do. [quote]3. Better tactical abilities such as handling enemy starbases like going around instead of suiciding on them.[/quote] One little thing that could help : make the AI highly prioritize attacking construction frigates.
I thought I'd make a post for community suggestions specifically about how the user interface (UI) could be improved, that I'd keep updated as new ideas arise and bad ideas are bashed [e digicons]:hrmph:[/e] , trying to give devs a nice summary of the best ideas. This is particularly for little things that would make for a better general experience, without massive changes (rather additions/tweaks to the current UI). For example ideas to ease repetitive or tricky microm
Yes I think auto-explore should really prioritize going to unexplored planets until there is no more left. Going back to see a random already explored gravwell, in the early game, is nearly always a waste of time... Avoiding pirates once discovered, and having a better general pathing, would be great too.
[quote who="GoaFan77" reply="136" id="2980567"] It also maybe related to the fact that some players are having a difficult time understanding the new diplomacy system. Part of this is a UI issue where (unless I'm mistaken) you can easily see why the AI likes or doesn't like you with all the modifiers broken down by type, but you can't see that same break down for why you like or don't like an AI.[/quote] You can, by going to the "Relationship" screen (not the "Dip
Yep please reformat your post, it is unreadable right now, as we can't see the end of much lines...
I suppose the new relationship system just needs some adjustments. The AI relationship bonus rate and maximum has been reduced in the 1.31 hotfix because AIs tended to gang up. I guess they can do something to correct this in the particular case of cruel and vicious for the upcoming 1.32 hotfix.
I think the recent AMDs are good value. A few months ago, I assembled a computer that was supposed to be very cheap and just for simple tasks (AMD Sempron 140, 2.7 ghz, like 30$ I think, cheap motherboard and everything). The Sempron 140 is a dual core with one core corrupt/disabled at factory, and quite often you can just re-enable it :). I worked for me at least. Anyway, a few days ago I tried installing Sins on it just to see, and it worked nice really, I was quite surprised. Well
I would suggest, if you haven't tried it yet, that each player loads a single player game before running the multiplayer session. This way the load screen with the art doesn't last long and loading time differences between computers are a bit avoided... I do that whenever I am going to play multi, and it helps a bit, I still sometimes encounter this problem but less often. However there's no guarantee it'll be working for you... Please try and tell if it works. <p
I don't know if many people use this, but I just noticed the "Empire Tree: Show Backdrop" option doesn't cover the whole width of the empire tree in Diplomacy (Trinity at least). It works in Entrenchment though...
Yes it's a bug for sure, I encounter it quite often, and with friends and players I know are not "super-efficient". Also, itt's long standing : https://forums.sinsofasolarempire.com/342109 Apparently it never does this to your own number of user actions.