[quote who="USNCaseySmith" reply="6" id="2963059"]from what I understand, a good player should be able to beat just about every AI??[/quote] For 1v1 at least, yes. It's less doable on larger maps due to the (likely) many routes available to attack from, but still possible.
Wrath89
While it'd be nice for static defenses to be more useful than they are now, I could care less about realism or "historic standpoints" - I think what matters more is a good balanced game. If that means overspecialization (turrets can't defend against strikecraft), that's fine with me. [quote who="gamerlamb" reply="92" id="2962984"]First off, weapons platforms should have a basic low damage short range anti fighter/bomber attack. At no point in history since the inventi
[quote who="USNCaseySmith" reply="3" id="2962639"]Locked teams doesnt let them break alliances right?? Also, I know in diplomacy it says you can give missions (With the upgrades diplomatically) and then give them attack missions as such, but one of the upgrades said you can ask for credits and crystal just like they do and I couldnt figure out how to do it, the only missions it would let me offer were attack planets and ships missions, even though I had the upgrade.[/quote] Yeah, with
Diplomacy is the same thing as Trinity. It's named Trinity to emphasize the fact that it includes all 3 parts (diplomacy, entrenchment, and original Sins). So yes, you're supposed to be able to build starbases in Diplomacy. Diplomacy includes everything from the original game and Entrenchment. Entrenchment includes everything from the original game. With regards to updating: did you buy online via Impulse? If so, you'd have automatically downloaded the latest versi
[quote who="AdolfBinStalin" reply="4" id="2962154"]turning the game into a spamfest with minimal strategy[/quote] Spamfest, perhaps; minimal strategy, surely not. There are still quite a lot of counters and counter-counters etc to know like the back of your hand, understanding of the relative usefulness of structures, research, starbases, fleet size, and so on, etc. You can't just churn out a lot of units and win without having a good understanding of the strategy involved (in a c
[quote who="Darvin3" reply="88" id="2961238"]Only if you're actively micromanaging them. If left to default behavior, strike craft usually net about half their potential DPS.[/quote] Seriously? Well, that's pretty horrible. There goes that strategy.
With disciples, defense, and lots of illums, you better hope your enemy doesn't rush for heavy cruisers. A couple of Halcyons probably won't have quite enough bombers to do enough damage quickly enough. Also, a new thread'd be better.
I was thinking to use a hangar (only one, supplemented by scouts) because it's equivalent to 8 scouts in terms of firepower and doesn't take up precious supply points. It also costs significantly more resources and significantly less credits, though, and can't follow if the Ogrovs phase jump. Of course, this assumes that you can get it up early enough for it to regenerate antimatter and fill out its strikecraft capacity.
Although I have little MP experience, wouldn't it be easy enough to have a small scout fleet to counter Ogrovs? Scouts are cheap, fast, build quickly, and do significant amounts of damage to light armor. By the time the Ogrovs have had enough time to destroy a structure (usually takes 11+ salvos - 450 damage every 20 seconds), you'll probably have destroyed or almost killed at least one Ogrov (assuming they start at full health, which shouldn't be all that likely) - and the s
[quote who="sareth01" reply="15" id="2961130"]Here is an easy idea. Make advanced thrusters for the races and allow them to purchase an upgrade that allows their ships to have a facing command. In this way you can allow for an even tighter set of maneuvers, while still retaining the early game movement penalties. In the late game things get more intense, and having to deal with a player that can move very precisely would be another addition to the micro in large battles.[/qu
Unfortunately with star systems that large, after the first 15 minutes or so my game goes to something like 2 frames per second, making quick commands virtually impossible, especially if they involve multiple ships. I take it that 1v1 and 2v2s aren't very popular. Sometimes I wish you could just turn the 3d off entirely to save lots of CPU time. The strategy in Sins is basically 2d, after all, which I care about more than I care about cool 3d looks.
Has anyone beaten Cruel or Vicious in a 1-on-1 without starbase abuse, without ridiculously imbalanced initial positioning, and without very close homeworlds (in which case one can easily go and destroy their frigate factory and then win)? I've been trying my hand at beating the harder setting AIs without building any starbases and am finding their fleet firepower to be a little too overwhelming to deal with. Against Unfair it's relatively straightforward and simple, but the next sett
[quote who="Darvroth" reply="24" id="2959370"]I'd like to see a diplomatic level akin to aggressive neutrality. Will not fire unless fired upon, in own territory, or someone elses. Darvroth[/quote] In other words, a cease fire, which is nullified if fired upon? Isn't that already an option?
[quote who="Ryat" reply="191" id="2958365"]Thanks for offering help but that request is about two years old.[/quote] Methinks it's most likely just viruses/spam.
Necromancy! Also, link is most likely virus or crapware.
One option would be to keep auto-join turned off when you build frigates, and then when your fleet comes into the gravity well, select the frigates you want to join the fleet, and press the auto-fleet-join button. They will then automatically join the fleet without changing it. That's the only idea I have; any other reformation of a fleet would require creating an entirely new fleet. The problem is that telling all newly built frigates to not auto-join fleets might be a little&nbs
It'd be great if the AI, when giving missions, would give missions appropriate to the period of the game we're in - eg., to not send a mission of "kill civilian structures" when it first makes contact, and to instead focus on missions which are doable and tactically smart-ish, like a "kill ships" mission. That would be a big diplomatic improvement to the early game: currently, sometimes the missions the AI gives players are simply impossible or too stupid to complete at
One or two culture structures at your front lines are usually all that's needed, maybe plus one on your HW initially. Sometimes the AI isn't even smart enough to protect its planets with culture structures either, but if they're on the higher settings, they'll have already completely filled out their logistics capacity, and are too dumb to scuttle their other structures. So you might be overthrowing their planets every 10 or 20 minutes, and then they'll recolonize
This was happening to me when I was playing MP about a month ago, but it wasn't that fast - maybe everything was twice as fast as normal, but no more than that. Maybe it has to do with compensation for those few seconds of game freeze due to lag that happens now and then?
[quote who="Zombiegod95" reply="51" id="2957820"]Lol i use these tips for some online and i did ok but later they killed me Lol (i tired to save my team mates)[/quote] The strategies to use online are very very very different from the strategies to use against the AI.
[quote who="GoaFan77" reply="3" id="2957807"]I recommend you leave the pirates on so your starbases have something to defend against.[/quote] Starbases? I don't get it, what's the benefit? Having pirates for your capital ships to level up on makes sense, but having pirates for starbases? Why?
Trinity is exactly the same thing as Diplomacy. The Trinity name is to emphasize the fact that it includes all of the expansions. The in-game tutorials only cover the original Sins package though. Any combination of any number of humans and AI against any number of humans and AI, up to something like 10 players (and 10 teams) is possible.
If it existed, it would be in the Gameplay.constants file in the C:\Program Files\Stardock Games\Sins of a Solar Empire - Trinity\Diplomacy\GameInfo directory, under the section playerDiplomacyAIDef, but I don't see any variables there which would affect mission times. I did test out changing "questTimeoutRatio 0.5" from its default, but I saw no change in mission times. a mission was impossible given the situation an
[quote who="Yarlen" reply="12" id="2957635"]I don't think it's cheating personally. The movement is something we're discussing with Ironclad to hopefully address/improve in Rebellion.[/quote] As long as it's something which is acknowledged to be a possible problem, I'm happy. :) [quote who="myfist0" reply="13" id="2957676"]I would have to agree with the OP. This is not a navy game. Ships in space should be able to easily turn on a d
Oh uh one thing about the carrier-only strategy: if you're playing against Hard or anything harder, the AI will come at you with huge swarms of light frigates and a few other ships early in the game. (Carrier cruisers are relatively weak against light frigates.) Therefore, don't build carrier cruisers at first. Instead, build 10 to 20 long range frigates 15 minutes into the game, to defend yourself (they melt light frigates).