Wrath89

Wrath89

Joined Member # 4452402
31 Posts 1,070 Replies 13,398 Reputation

[quote who="Arthmyx" reply="3" id="2983468"]Can yall add one more thing for me please. I want to trade worlds... Or make my enemies surrender worlds or something like that. Because at a certain point in the game I get too powerful. Or I have alot of worlds.[/quote] This can already be done easily by abandoning your world (or having the other player abandon his world). An enemy intentionally abandoning a world to you (or the other way around)

76 Replies 263,822 Views

Hey dbkita, check it out! Sins of a Solar Empire: Trinity/Diplomacy v1.32 Change Log [quote] Reduced the AI Relationship bonus growth rate for Unfair, Cruel and Vicious AI types Reduced overall AI Relationship growth rate from 0.0003 to 0.0002 per second [/quote] :)

14 Replies 28,684 Views

[quote quoting="post"]is there any possible way to change the game speed so it can go like 3 times faster?[/quote] 1. Set all game settings to Faster when starting a game 2. If on single-player, press the - and = buttons to decrease and increase game speed 3. Play online, all games on ICO often seem to go something like twice as fast as normal single-player, I think due to lag

6 Replies 62,113 Views

[quote who="Kitkun" reply="43" id="2983150"]The higher level AIs could afford to do so, though. Just it researches it's way into massive upkeep so fast that even the Vicious AI can mostly just replace it's losses. It's actually quite a lot harder if you force it to research stuff more intelligently.[/quote] I was thinking about that too. I'm hoping we'll eventually have (or be able to mod) an AI which'll be able to beat a good human player while only getting a

46 Replies 75,779 Views

[quote who="-Ue_Carbon" reply="4" id="2982974"]And seriously, not the whole 'no campaign' whine again. Ugh, I really dont see the love for scripted tutorial Campaigns.[/quote] I, for one, would appreciate it greatly, because it would lessen the huge learning curve between playing single-player and playing multiplayer if done well. I have a feeling that one reason the multiplayer community is as small as it is is that it's extremely difficult to hold your own against most,

7 Replies 17,820 Views

[quote who="Kitkun" reply="40" id="2982611"]Amazed this hasn't come up. Make the AI research with a modicum of intelligence. The AI beelines anything that allows them to build/do things (Except race specific tactical buildings and PJIs) and fleet supply, and that's it. It will only ever research anything else, even such critical things like phase missiles or pacts for all the envoys it loves, if it's fleet supply is filled up. And since it maxes fleet supply and loses ships so fas

46 Replies 75,779 Views

[quote who="Toneseeker" reply="56" id="2982533"]Ok..i guess what I don't understand is..If the Titan ship is a potentially unbalancing thing, that can destroy enemy fleets on it's own..why can't it be countered with another Titan ship? And surely they won't make it so invincible that a good-size, well-researched fleet can't take it down. It's just gonna add challenge. What if they made it that each player can only build one Titan per game, so people will be forced to b

65 Replies 189,806 Views

[quote who="Kitkun" reply="16" id="2982485"] breakRelationshipThreshold:CeaseFire 2.0 relationshipRequirement:CeaseFire 3.5 You're looking at either the Original Sins or Entrenchment files, not Diplomacy. [/quote] You're right. It's correctly declared in the Diplomacy folder. I'll edit the Wiki page I linked to to make things more clear.

31 Replies 46,206 Views
Reply to Cursor Issues in Technical

Does this happen on both fullscreen and windowed mode?

2 Replies 1,503 Views

[quote who="in-the-sun" reply="14" id="2982450"]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.[/quote] I think what you're looking at is the minimum relationship the game requires for a cease-fire, which is indeed 3.50 = 0.35 (for both players). The level at which the AI will decide to reject or accept the cease-fire is in a different place. The 0.5 I mentioned is only listed deep

31 Replies 46,206 Views

[quote who="in-the-sun" reply="11" id="2982401"]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...[/quote] I looked at my up-to-date gameplay.constants file, and it says 0.5 as well... given that that file specifies the diplomacy constants, I find it quite unlikely to be wrong, but maybe it is. I'm currently testing it out... I could be wrong, I haven't played against the AI in ages.<

31 Replies 46,206 Views

[quote who="GoaFan77" reply="9" id="2982318"]A bribe would be the ideal thing to do in a situation like that.[/quote] I'd already done that and had reached the limit of relationship increase due to credit donations and couldn't go across the whole galaxy to attack some other AI's civilian structures (the mission I got). This was the only thing I could think of doing. This was before I'd thought of the kiting-envoy trick I just mentioned above. It didn't hel

31 Replies 46,206 Views

[quote who="romromrom" reply="6" id="2982281"]Are missions worth completing even if it means opening up a hole in my defenses at the start of the game?[/quote] It really depends on what difficulty you're playing against. If you're playing against anything other than Cruel or Vicious, it's very simple to set up a starbase or two at choke points and watch your other enemies suicide their entire fleet on it (if they attack you) - this allows your own fleet to go and try to co

31 Replies 46,206 Views

[quote who="romromrom" reply="4" id="2982221"]How do i make a ai player ally with me if they keep attacking my fleet/planets ?[/quote] First try not killing their ships unless you really have to. Killing their ships hurts your relationship with them. Also research the 3 diplomacy relationship upgrades to improve relationship. Also, research the ability to donate credits/etc, and research the increase to the max relationship boost: then, try to donate what you can to that

31 Replies 46,206 Views

Well, they are called "Cruel" and "Vicious" for a reason... even against a great player, those super-income AIs can team up and make it hopeless. I'm kind of ambivalent about having the devs tweak the AI diplomacy system make it more fair. If teams are unlocked, it creates a challenge as challenging as one wishes, depending on the map setting and number of AIs - which can be an unbeatable challeng

14 Replies 28,684 Views

The AI being unable-to-handle-starbases is the biggest problem. To make things more balanced, I usually try to win games against the AI without building starbases which'll be attacked. The AI is also somewhat inefficient at moving its fleet (it's hard for it to manage logistics well), but once its fleet arrives in the same gravity well as an enemy fleet, the auto-attacking (on both sides) is pretty good. Except for the starbase problem, it's still a pretty good AI

4 Replies 3,921 Views

For some reason, I am unable to chat while the game is paused. Does anyone know if this is a bug or is by design?

46 Replies 75,779 Views
Reply to Vasari Economy in Strategy

[quote who="Seleuceia" reply="16" id="2981252"]Are you on random small maps? Because those have lots and lots of room, which inherently places emphasis more on colonization and less on fleeting up early...if you play on a map where you're only 4 or so jumps from another HW, then rapid colonization doesn't always work...[/quote] Just had my first 1v1 game where HWs were only 4 jumps away from each other and there was an empty asteroid field in the middle. I realized

19 Replies 11,752 Views

Can you run the Developer .exe versions? (in C:\Program Files\Stardock Games\Sins of a Solar Empire - Trinity ) I really have no experience with this, but one possible option is to enable logging using the instructions here: https://www.sinsofasolarempire.wikia.com/wiki/Enable_Logging Hopefully the logging will activate in time to log enough before the crash occurs. You s

3 Replies 2,347 Views

[quote quoting="post"]2.When engaging enemy fleets with your fleets what do you do "leave and forget and just keep an eye on it whilst micro something else " ,force fire on the enemy capital ships ?[/quote] Capital ships are dangerous for their abilities , not their damage output. Unless the enemy capital ship(s) are leveled up and have extremely dangerous abilities (like a L6 Marza or something), if you want to hurt the enemy'

31 Replies 46,206 Views

Could there be a few more options added to the random map generator? For instance, in small maps at least, it would be nice if we could pick "distance from the enemy" - if one wants to play a random map to simulate the cramped situation in 5s (2, 3, 4 jumps away from enemy HW), playing a random-single-huge is the only way to do that, which is overkill and can get a bit processor-heavy. If there could be something like "random-small-short" for this and "random-small-long" for the standard

0 Replies 7,543 Views

[quote who="dbkita" reply="14" id="2980913"]Just curious ... everyone belittles the use of SBs in playing vs the AI (ironic since on higher difficulties the AI puts a SB on every grav well) and yet (at least Orkuli) are not uncommon in many of the recordings I have seen of DT or similar level skilled players. Heck there is one sitting in the 1.31 replay thread right now. I fully understand the 'lemmings running to their death' chokepoints do not exist in MP but watch the re

21 Replies 85,510 Views

Possible improvements to overall fleet engagement strategies of the sort you're describing pale in comparison to the AI's tendency to suicide all of its ships towards your closest starbase. I think fixing that should probably be the first thing to be fixed. But if the AI didn't starbase suicide, it should definitely then think about which planets would actually be worth attacking. As it is now, it doesn't really matter that much because they'll all easily die

46 Replies 75,779 Views