Quiet_Man

Quiet_Man

Joined Member # 4156978
3 Posts 150 Replies 483 Reputation

"just finished testing" Does it mean you have now a list of fixes to do or just preparing for release? sorry, I couldn't hesitate any more to ask [e digicons]:grin:[/e]

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[quote who="soase-maelstrom" reply="710" id="2862995"]Hi Quiet_Man, I'm playing a little the Norlamins. I find them very slow at the start. The alliance has powerful ships at start and the crators get quick bonuses on minerals. The norlmanins research has many levels for small bonuses. Reply #574 Reply #570 The above replies follow your feedback, later in the game they suggest the Norlamins and Cators make up for lost ground. Personally I have rarely see

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I'm playing a little the Norlamins. I find them very slow at the start. The alliance has powerful ships at start and the crators get quick bonuses on minerals. The norlmanins research has many levels for small bonuses. Once you get through they are quite good, but I haven't found a strategy for an early on encounter other than the ship steal ability. What do you think about reducing the number of research levels or cost for the early build & production bonuses?

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[quote who="Kenshirou" reply="696" id="2858635"]So this is a mod with 3 new races, but yet you use a whole bunch of Battlestar Galactica ships? So many ships models are ripped off from other mods. D- at best.[/quote] The fact that a mod uses existing models does say nothing about it quality or value. In fact there are very very few mods out there (and I don't talk about sins only) where everything is done new and even less good ones. It is just too much work. So better a good

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@ doomser1 it is a long thread but not that long. I you check for the dread discussion you will see that different options where discussed and tested. the fixed spawning is in no way the preferred solution, but as it seams the only one the engine can handle. The AI is build for a certain development/income rate, it does only limited saving for expensive i

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I do not think the AI considers the function of any building. In the game constants there are preferences for building class the AI simply uses to build a random building of this class. e.g. for researcher AI: table-Research BuildShip 5 BuildModuleTactical 2

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[quote who="doomser1" reply="529" id="2831471"] Quoting Quiet_Man, reply 528on vanilla soase I have no problems other than with very large maps and very late game with much going on. Even with everything on very high. lol this is asking about the mod? isn't it? not vanilla Sins unless your referring to the vanilla version of sins with the mod?[/quote] Who plays sins without Maelstrom? [e digicons]:grin:[/e] Sorry, I meant vanilla Sins+Maelstrom

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on vanilla soase I have no problems other than with very large maps and very late game with much going on. Even with everything on very high.

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[quote who="shinkle1973" reply="507" id="2830231"]Change a line in the Fighter_TradeAlliance.ENTITY file. Change line "Canfireatfighter" from False to True [/quote] I had looked through the file for such a switch, but if you search for something [e digicons]:omg:[/e] Thank you

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could be the heavy autocannon they use on the new version. It looks absolutely cool when they attack, but it won't work against strike craft?

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Hello, the AI seams to be hardcoded on the number of capitals it is building over time. Even when flooding an AI player with resources it will not build more capitals. So the spawning of Dread is a workaround to ensure it is getting them at all.

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[quote who="soase-maelstrom" reply="385" id="2813465"]Hi Quiet_Man, the unique factory is the simples solution. I just don't like the limitation. Can you clarify? What are the limitations that concern you?[/quote] not to much, just that it won't move where you might want it. I'm playing with the map builder and an interesting scenario is where you need to rush to a different system because the enemy in your own system is to strong. But this is not really supporte

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agreed, the unique factory is the simples solution. I just don't like the limitation. What about giving the ship spawn ability to planets? You can move your home planet. Could the ability be moved this way?

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@ZombiesRus5: That is a very good idea. I have continued the test game and finally the AI started to build more capitals. But still only up to 6 now, after looong time and when having more resources than they can spend. On the performance side it runs still quite well (6 players at 6 stars, 144 planets (including asteroid fields and stuff), mostly colonized) For a another test I will set capital resource costs to 0. It could be just that AI spends money SO fast

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I did another test game with six systems, one for each race. I took the alliance to have control over that nasty gravity ability [e digicons]:borg:[/e] There is no much battling going on, as the AI seams to have trouble fighting over long distances and I have no issues/slow downs so far. The one time I had problems with Norlamins I assume they had captured many ships from alliance. All AI have plenty resources but still not more than 4 capitals while having big building queue

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did another test with two Alliance AIs in a resource rich system. The game got problems after ~2h play. Some things I learned when checking the AI play by "watch" function: 1. The AI does not build more than 4 capitals They had lot's resource, capital support points maxed out. I had removed fleet support from capitals but still they would not build more than 4. It looks to me that the AI does not recognize ship class at all beside colonizer. It sends any ship,

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I'm heavily testing an thinking how to balance player and AI. The main problem of the AI is that it spend resources to fast. I have reduced the cost for capitals and they seamed to build more but far less than their capital support. I checked via "watch" game and they had queues >10 frigates and cruisers in their ships yards. So as soon as they have upgraded fleet support they queue ships and never come on the capital limits because of fleet support. I will try to remove flee

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I made a test game with two norlamins AI and a special system, lots of resources but limited phase lanes. They maxed out their research after one hours but not problems. So it was not that. Will look again at the save game that had the issue.

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I was just trying out the lower capital ship cost when I run into an interesting problem. I had opened a game on a small medium 4 player system. I took major part of the system the replicators couldn't really take of being stuck on some pure worlds between the Norlamins and the Alliance which incidently had very crystal rich worlds and the Norlmains I had setup as Researchers. Just after 2 hours the game started to slow down and final came to an hold. No minidump, just frozen. I had a

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[e digicons]8C[/e] and I already hoped I don't need to upgrade [e digicons]^_^[/e] PS: did you see me remark on the capital ship cost? Did you ever tried it yourself?

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I more or less agree with SpardaSon21 , leave the starbase function off for original SOASE. You only need to keep the phase drive activated. The slow down alone will work. Also I have very seldom seen high level AI capital ships. Sooner or later the AI sends them on stupid scout missions in the middle of an enemy fleet.

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@soase don't provide the current ability to build dreads in the shipyard the same opportunity to the player to focus on dreads? If you increase the fleet support cost to high level it becomes a real decision. I just had another test game, I limited it to 4 player on medium size. It run for 6 hours so far without much issues. The dependency between fleet support and capital ship crew seams to make a difference. The AI fleets had a significant numb

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[quote who="soase-maelstrom" reply="340" id="2804332"]Hi Quiet_Man, Can you change the direction the Advent dread is moving? It is so irritating when manuvering. Are you referring to the main-screen icon or the model?[/quote] I think it is the model. When you zoom to a planet and move your ships there. They seam to move sideways.

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