Brillig

Brillig

Joined Member # 633673
1 Posts 139 Replies 4,192 Reputation
Reply to Superweapons in Strategy

I think that there should be a broadcast warning when someone begins construction of a superweapon... and the construction time should be increased significantly.

60 Replies 27,551 Views

One amusing (!) thing is that if a pirate raid survives (i.e., wipes out its target), it goes back home to hang out. This can result in pirate bases having hundreds of ships in the late game.

8 Replies 9,509 Views
Reply to Newbie Help in Strategy

Well, I don't know if there's a video tutorial, but my advice would be to try some of the following. a) turn the CPU down to easy b) pause the game and read through the tech trees to see what everything does c) try setting up a game with locked teams and give yourself a CPU ally d) save a replay to watch later to see what the CPU does

6 Replies 5,037 Views

1. No, there's no crossover between maps. So if you kill off the pirates in one map, it doesn't affect any other - if there are no pirates on the second map, it's because the scenario was set up that way. 2. There is currently no single-player campaign, or story arc.

1 Replies 2,269 Views

Teensy problem - the link to the review goes to the last page, not the first page of the review. Otherwise, plaudits on another great review!

5 Replies 12,038 Views

Eh, to amplify on the point I made earlier, it takes more than good game design skills to make a good campaign. What makes a campaign really stand out is the story-telling involved, and that's a completely orthogonal skill-set to what most game designers have. So just because they've put together a great game, it doesn't mean that they will necessarily do well by the campaign. There are all too many examples of good games with completely forgettable campaigns. Even GC2 (sorry, Brad!)

35 Replies 28,923 Views

Personally, I think I'd rather see them release tools to allow us to make our own campaigns. Not that I don't think they can make a good one - but I don't know if they can make a great one. If they release the tools, there'll probably be dozens of average to poor campaigns, but also a handful of real gems.

35 Replies 28,923 Views

You have to save a game as a replay in order to be able to view it later. For damaging structures, structures have "very heavy" armor, so best are heavy cruisers, followed by capital ships and bombers. Check out this thread for more detail on what counters what: https://forums.sinsofasolarempire.com/?aid=177602

2 Replies 9,158 Views

[quote]I'm not asking for sophisticated details about the complex A.I.-program code, I'm asking for some basic info such as : * In what measure does the "normal" A.I. build less than the "hard" A.I. ? * In what measure does the "hard" A.I. see more of the map than the "normal" A.I. ? * In what measure does the "hard" A.I. research more than the "normal" A.I. ? That kind of info can be spelt out in quick and easy descriptions : many game producers publish that typ

52 Replies 25,157 Views

[quote] As it is now, there is no informative transparency. I am trying to get the Ironclad or Stardock representatives to precisely spell out the differences between the "easy", "normal" and "hard" A.I. levels, but I have only received very general and vague replies -- except this one : they firmly declare that the comps do not receive bonus resources. [/quote] Sometimes, things don't lend themselves to a quick and easy description. Try to spell out the differences between the 104

52 Replies 25,157 Views

Yep. The capital ships are supposed to be roughly equivalent in strategic value, regardless of whether they're called battlecruisers or dreadnaughts. Hence, they all cost the same.

1 Replies 4,578 Views