JohnHusky JohnHusky

Sins.bz Tournament Won by Hindenberg

Sins.bz Tournament Won by Hindenberg

Winner Hindenberg

Hindenberg winner of Sins.bz Tournament

ROUND 1

group 1
Kilumanjaro, TheGreatEmperor, Shadowhal

group 2
Pithlit, eetmorsqrls, Thrawn2787

group 4
aldarian, Ruin, Paradoxnt, Dragon

group 5
Malkleth, Hindenberg, Yanagion, Hard AI

group 6
YAIM0310, Schod, Hard AI, Hard AI

group 7
Slash Command, emperorredlab, Stratteggi, lordkosc

ROUND 2

group 1
Shadowhal, Pithlit, Ruin, Hard AI

group 2
Hindenberg, Schod, emperorredlab, Hard AI

ROUND 3

Hindenberg vs Ruin

Tournament replays

A special thanks to Annatar for helping me with this. :CONGRAT:

Thanks to Stardock and Ironclad for making this possible. :D

And a huge thanks to all that was in the Tournament


Kilumanjaro
TheGreatEmperor
Shadowhal
Pithlit
eetmorsqrls
Thrawn2787
aldarian
Ruin
Paradoxnt
Dragon
Malkleth
Hindenberg
Yanagion
YAIM0310
Schod
Slash Command
emperorredlab
Stratteggi
lordkosc


A note from Hindenberg:
This was a great game! We both had Sovas but I was able to get a trade network going. That gave me the edge with the economy but Ruin is better at tactics. I got a second cap ship and took out his Sova but he built a TON of frigates and took out my Sova too. He established more colonies that I did and, at that point, I thought I was toast but I was able to get a colony going myself which was just enough to keep up with him. I was able to keep the pirates on him the whole game which also was a help. This was one of the best games I've ever played of SINS.

Thanks for running the tournament!

Hindenberg





Sins.bz is proudly to present the very first tournament of Sins of a Solar Empire.

*Round 3 has finished*

The winners of the final round 3 is

Hindenberg


Congrats to Hindenberg for winning the 3 round tournament :CONGRAT: , and as such he won 5 tokens that can be used on TotalGaming.net

Replays will be posted abit later :D



*Round 2 has finished*

The winners of round 2 is

group 1 Ruin
group 2 Hindenberg





*Round 1 has finished*

The winners of round 1 is

group 1 Shadowhal
group 2 Pithlit
group 3 CLOSED
group 4 Ruin
group 5 Hindenberg
group 6 Schod
group 7 emperorredlab

We had to rearrange abit as a few players couldn't come.



Round 3 starts today!!


7th "Round 1" 3pm PST / 6pm EST / 11 pm GMT

map: Flashpoint
* Locked FFA
------------

8th "Round 2" 10am PST / 1pm EST / 6pm GMT

map: Fire and Ice
* Locked FFA
------------

9th "Round 3" 10am PST / 1pm EST / 6pm GMT

map: Celanus Core
* Locked FFA




**All will be meeting at IRC channel #sinstourny

Q: How do i join that?
A: Run stardock central, click chat and connect. Then type in /join #sinstourny. If you use IRC, connect to the irc.stardock.com server and /join #sinstourny. Please use your ingame (ICO) name.

** Connection issues

If a player drops in the first 30min of the round, the game will be restarted. If a player drops any time after 30min he/she will automatically forfeit. If the game is restarted and the same player drops again at any time, he/she will automatically forfeit.

** Complete game crashes

If the whole game crashes, we will deal with it on a case by case basis after watching the replay. We don't expect this to happen as it's historically rare, which is why we decided to go case by case.

Q: Then what do i do, if this happens?
A: Report to #sinstourny with your group

** Teams

Teams have been randomly picked by using an online random number generator. As there are no 3-player maps, we have decided to add Hard AI as players since we didn't want any planets to be free for grabs.

Teams will be LOCKED FFA. To avoid any issues with an alliance accidentally winning the map (sorry, only one player from each game gets to move on to round 2!) and to have everyone on the same footing, after much discussion we decided not to leave teams unlocked. We encourage people to realize that just because the "ally" buttons are disabled does not mean there is no room for any inter-player diplomacy, and we encourage everyone to explore those options.

For any questions or concerns, either post or contact Multianna or Annatar, and we will do our best to address them. But keep in mind, we're pretty set on these rules so unless you discover something horrible that we missed, they are unlikely to change!

Thanks everyone for signing up, and HAVE FUN!



The winner of the 3 rounds will be receiving 5 tokens

Which can be used on TotalGaming.net

191,800 views 258 replies
Reply #251 Top
^^Agreed!

should we post this where it is more likely to be seen as an exploit and fixt?
Reply #252 Top
i think its already known. I seem to recall Blair said something about it, some time ago. :NOTSURE:
Reply #253 Top

i think its already known. I seem to recall Blair said something about it, some time ago.
End of quote


Yeah, I complained about it in either the gameplay or technical thread, so it is known...
Reply #254 Top
That exploit is just one of several things that are wrong with the current "blueprint" system.

It definitely works. I kinda found it by accident in a game against Ron. He was trying to retreat his flagship and was griping about the pathfinding making its progress around my static structures very slow. So a little light bulb appeared above my head and I thought "I'll give you something to maneuver around..." After about the 3rd turret I plunked down he started screaming so I stopped. We both agreed that it was something that needed to be fixed and he reported it after the game. Using that exploit I definitely could have taken out his flagship. The cost of a few turrets is nothing compared to the value of a high-level cap ship. To make matters worse, ships no longer automatically target 0% complete structures. You have to manually tell them to attack. So the only defense against this exploit is intense micro... and even that is not very effective since your ship immediately stops when it detects the structure in its path so it has to begin moving again after it destroys the structure.
Reply #255 Top
and even that is not very effective since your ship immediately stops when it detects the structure in its path so it has to begin moving again after it destroys the structure.
End of quote


And given the fact that the "plopper" knows when its going to happen and where, and the retreater doesn't, most people aren't going to have the reflexes to target and destroy the turret before it can be canceled.
Reply #256 Top
I like the fact that zero structures are not targeted however partially built ones maybe 50% or better should be. There could also be a safeguard built-in that stops the auto generation of the builder ships if hostile ships are in the well after the last one is destroyed. I think that would solve this issue.
Reply #257 Top
The issue is that 0% structures impede the progress of ships. All you have to do is plunk one down in the path of an enemy ship and it is forced to (slowly) maneuver around it or blow it up - and since it won't automatically target a 0% structure you have to micromanage this.
Reply #258 Top
There could also be a safeguard built-in that stops the auto generation of the builder ships if hostile ships are in the well after the last one is destroyed.
End of quote


No thanks... usually I can keep 'em alive for a long while helping rebuild defenses, even in the middle of a "war" via repair centers and poor enemy micromanagement!