Tom Porter

Tom Porter

Joined Member # 739257
4 Posts 43 Replies 3,584 Reputation

[quote who="pndrev" reply="15" id="2086228"]That's what I thought as well. In fact, I'd prefer having two different settings at game start: AI intelligence level and AI resources. [/quote] I agree...would be nice to choose from both as an option instead of a single option...earlier it was mentioned that it would be nice if the devs would comment on this; especially since they're in the know, which I also agree with. Elsewhere on the forum it'

16 Replies 27,289 Views

Got in a 3v3 comp stomp last night against 3 Hard Vasari AI all with aggressor turned on. Definitely much better than normal, although difficult to tell if logic is different. With the extra resources when an AI jumps into a system it now has more ships and two of the AIs did coordinate and were in the same system getting ready to move to one of our owned systems. I don't know if the coordination was purposeful or coincidental because of same logic moving them to that location. Was defin

16 Replies 27,289 Views

As I understand it from this exchange there's Easy (really stupid play and reduced resources), normal (better AI although not full and full resources), Hard (full AI and extra resources) and finally Unfair (double resources and full AI). I guess I'd like to see a difficulty setting where the resources are equal and full AI is in use...would be easy to implement if the above is true.

16 Replies 27,289 Views

I've seen normal AI use them and place them in meaningful locations and I've seen some AIs not use them at all...I chose to write it off to the type of AI: aggressor, fortifier, economist and researcher. It would make sense that the fortifier would do it and the economist or researcher as funds become available later in the game.

14 Replies 70,351 Views

[quote who="VRaptor117" reply="1" id="2084831"]Heh, that's one of the changes. The AI is a lot more aggressive now and is willing to lose a lot more ships before retreating. Also the only difference between Hard, Unfair, and Normal is the size of the resource cheat. [/quote] <span style="font-size: 7.5pt; color: #c0c0c0; line-height: 115%

16 Replies 27,289 Views

I too want to say thank you!! There are many things I like about the game…prior to getting it I was playing CoH almost exclusively and now it’s Sins, which I conservatively play 20+/wk with one or more friends in MP. The things that I specifically like is the abili

36 Replies 125,663 Views

that's what I thought also except last night I was the TEC...didn't build any cap carriers and no pervasive economy. Teams were locked. I was doing a comp-stomp with my brother and the other income (credits, metal and crystal) started showing up within 15-20 minutes (I'll check the graph more closely next time) and by the end of the game I had double or triple what any of the AI players had from "other" and he had the lowest income for credits and was zero for the resources. Woul

5 Replies 12,687 Views

Credits, metal and crystal at the end of the game in the stats section shows quanties of those gained/lost from other sources. What are the other sources being refered to in this case? I don't understand how I gained those resources from these unspecified sources.

5 Replies 12,687 Views

[quote who="Annatar11" reply="18" id="2068978"] Quoting Bravenue, reply 14 Thanks! One personal question Do you still notice a 1 point increase of your karma? Yes. I'm having a problem with getting "Entrenchment" to show up in Impulse...I've purchased the expansion and I've enabled the "Show pre-release version" in impulse. All I ever see is Sins and the other StarDock games. If you click the blue orb and go to th

215 Replies 412,829 Views

I'm having a problem with getting "Entrenchment" to show up in Impulse...I've purchased the expansion and I've enabled the "Show pre-release version" in impulse. All I ever see is Sins and the other StarDock games.

215 Replies 412,829 Views

As promised I did a 1.5 hour logging of a single versus 5 AI player game for version 1.13. CPU utilization was sampled every 30 sec for all cores. I tend to zoom in and out a lot so zooming is factored into the numbers. FRAPS was running the entire time and the system maintained a 53-60 fps the entire time. Memory usage was very flat at about 55% of 4GB (28% for idle system) meaning the game

31 Replies 60,782 Views

For me yes...It is in with games like XCOM, FarCry(original), Panzer General, Star Fleet:EAW, Company of Heroes. IMO it is far better than MoO. The game play is really addictive it provides easy MP with SAVEGAME and PAUSE functionality so that my friends and I can return when our time permits.

43 Replies 31,474 Views

[quote who="CenturionJixra" reply="1" id="2057549"] All these requests in various threads to modify the game--weaken carriers, strengthen caps, make structures build more slowly, etc., make me wonder whether they're being requested and clamored for by people who've been beaten by them in online multiplayer. My question--if the game is changed in some sort of a way--do you really think it will make you a better player online? Will players who were mediocre end

59 Replies 154,346 Views

Could you describe the map, number of opponents? Typically if it's an AI player you have to conquer all of his planets (sometimes they'll concede early). If there's one or more planets that show as unknown he's likely got a colony there.

1 Replies 2,219 Views

[quote who="Annatar11" reply="9" id="2059397"] I'm a long time Stardock player and all of the GalCiv games had some really nice AI and I didn't have to wait even seconds for each AI player to complete their entire turn to decide and make strategic decisions. That's partly because they do a lot of calculations during your turn. [/quote] I know, however I'm also not asking for the intelligence of a grandmaster chess game. Also there is a lot that can be

10 Replies 18,498 Views

I agree with most of what's listed here as I too have seen the AI leave with frigates when the fight was still in question. I rationalized the behavior as wanting to preserve some sort of fleet to avoid a string of defenseless systems. The AI typically seems unwilling to build defenses (non-entrenchment v1.13). What I have also seen (listed in another post) is the common problem of seeing a capital sit and die in a situation that can't be won (even when the system is not their homeworld)&nbsp

8 Replies 23,096 Views

Based on responses in other threads there appears to be non-intelligent behavior purposely programmed into the AI. For example, regardless of the system being defended I frequently see the AI sacrificing their capital even when faced with overwhelming odds, although frigates when alone and outnumbered will run. The explanation I received was that a reasonable number of players wanted it that

10 Replies 18,498 Views

I went back to the top and reread all of the posts. Based on the OP I don’t see any information telling me that enough homework has been done. Since the OP references two identical machines having the same issue I would do some research first. Bring up the task manager and set the update speed to low. Play the game for an hour and alt-tab out to the desk top. If the one of the CPUs is c

31 Replies 60,782 Views

[quote who="dchan1936" reply="18" id="2057413"]I have the Core 2 Duo, I have no problems running sins, though, even if every thing is at max [/quote] I don’t think that the newer multi-core chips will experience the problem…where I have seen it was in an MP game and one of the players had an older P4 with and AGP card. We were 1+ hours into the game and three fleets

31 Replies 60,782 Views

[quote who="Hack78" reply="9" id="2057074"] I agree...my experience in multiple RTS online games is that it is about who can defeat the most players in an evening. It's like wanting to be a king of the hill. I play sins about 80% MP with my friends and we are on the same team against the same number of AI players. Difficulty is set based on the mix of people and their preference. After a multi-hour game we usually have had the chance to talk quite a bit, coordinate and function as team a

438 Replies 1,207,678 Views

As I understand you don't quite have it right First the longest trade route is essentially made up of the longest contiguous path of systems that have trade ports. Intervening spots like wormholes, storms, etc are skipped over and are included in the path length. I do not know what the exact modifier is or how it is calculated, it is however used to increase the trade for all trade ports you own whether they are on the path or not. For example, I seen multiple systems on and off

6 Replies 4,720 Views

[quote who="Dargoon999" reply="6" id="2056806"]Yes, I do know all about the special abilities & current upgrades, I'm talking about having the option to research better engines to increase the speed of ALL ships for ALL factions. At first, I too thought like Ue Carbon, but after rethinking about it, it makes no sense, because if it was for balance reasons, then all the weapon/hull/shield/etc. upgrades would also cause an imbalance. Bottom line is, I would like to know why I

9 Replies 23,230 Views