DarkMadMax

DarkMadMax

Joined Member # 2415196
5 Posts 28 Replies 8,050 Reputation

[quote]exact difference between the two:gameSpeedData-NormalincomeGameSpeedScalar [/quote] Thanks .Where did you find this data? [quote] Example: the time it takes for a cap to kill pirate ship x, once the cap starts firing on it and as long as it doesn't move would be about the same in slow and fast.[/quote] Doesnt make any sense -kill rate is the same, while movement speed is faster. Means it is even easier to fly trough fortified systems unharassed.

6 Replies 19,195 Views

So I always played on fast and wondered how damn slow it is , they I overheard that normal is not really much different from "fast". And test it myself - to my surprise iI couldnt notice anything different from "fast". So I am wondering if it is a bug .

6 Replies 19,195 Views

[quote]Well, Brad was right. I checked each of the test games and – low and behold – all the AIs that didn’t expand were set to Fool. The others were Gifted, which is appropriate for Painful. [/quote] How do you check that?

15 Replies 14,379 Views

There is a very nice mod for Rome Total War, called End of Days, it is fantasy falovred and with very nice atmosphere. It is not really true "TBS", but I frankly havent seen a game up to par to old MoM(and I played both dominions and AoW).

26 Replies 45,626 Views

Good article. There can be many cases when AI could be almost as good as good human players. OR even better - in regards to his chances to win game (simplest examples would be FPS shooters - since advanced scriptable bots in Quake they could be much better than any human player). But thing is not always fun to play such AI- he plays to win and players loses. Players dont like that, especially when they play single player .In fact the skill difference on the other hand is what

12 Replies 74,775 Views

Well keeping a large defending force on each planet is waste of resource imho, my long standing opinion was that in galciv this is simply dumb - you can never "defend" a planet against dedicated strike star fleet .Good human player never does that and instead has a defence fleet (which can cover more than one planet and withstand such a force) Now no defence at all seems a little overboard though - maybe they trying to finally fix AI so it defends with fleets but it isnt quite working

4 Replies 2,692 Views

[quote]Our stats show the strong majority of players never adjust the game speed in multiplayer thus they are playing at normal speed.[/quote] I wonder if you have stats showing up how many of those "normal" speed players actually finish the game they started . Based on my MP experience probably less than 10% :). Not that it much better with "fast" speed though (well at least I finished some).

6 Replies 18,580 Views

Nice list. Albeit there is no mention of faster option for MP - I thought that was promised by devs. And no PJI fix? Come on ... - game is pretty pointless to play ATM (well unless you like the idea of siege frig spam and nothing else)

187 Replies 159,585 Views

[quote]There's already an upgrade that makes siege frigs less effective...the emergency facilities upgrade is comparatively cheap and with it, a planet has SIX THOUSAND hitpoints.[/quote] Umm and they mean exactly nothing to a dedicated siege frig force. It still goes down lightning fast.

40 Replies 37,439 Views

Well maybe they are not "bugs" but the ships design name issue is very annoying .I like to name my designs the same regardless of race I am playing. Now that in TA each race is actually different I plan to play more than one race , before I just used one base race and it wasnt such a big deal, but now imho it is just very annoying. fixing it should take little time imho.

5 Replies 3,359 Views

[quote]IMHO, making siege ships slightly less effective would be better. Increasing planet stats would end up penalizing capital ships.Personally, I think a few hangar bays and a group of scouts defending the planet should be enough to hold off most planet sieges.[/quote] Except those cases when there is 20-30 of them :) .Not talking about AI sieges (which are easily beat off) , talking about MP spam.

40 Replies 37,439 Views

I dont think upping planets HP would be good solution ,because outside of siege spam (e..g if you field normal fleets ,with 5-6 siege frigs max) it takes forever to kill a planet. Then all of a sudden siege spame will become requirement to do anything at all and game WILL degenerate in turtlefest. Imho making PJI work wont turn it into turtle fest - it never did in beta, mainly because PJIs are low HP and decent sized squad of bombers takes them out in a couple of passes

40 Replies 37,439 Views

So I noticed in TA beta two things - ship designs with same name but for differenet culture overwrite each other. Which is no good at all. Also if you customize any race it ges stuck this way even when AI plays it (problem being I dont want see my logo and color scheme on another player in same game) .

5 Replies 3,359 Views

[quote]Why is this thread still going on? Weeks ago the developers said that the next patch would provide a very fast speed.[/quote] Glad to hear that. Hope they make it really fast, because current "fast" option is for retarded turtles.

243 Replies 293,869 Views

Slow kill ratio along with useless PJIs makes impossible to defend anything. - Simply because fleets can fly right to core systems practically unharrassed. This creates the situation where you can simply spam siege frigs in large quantities and win just by destroying worlds one by one. I found after a while that the fastest way to win is siege frig spam due to this feature. I tried various apporaches but siege frig spam seem superior to anything else- once you g

40 Replies 37,439 Views

[quote]way around it. 1.03 will at least have AI players take over but that doesn't solve the root problem of playing with strangers.[/quote] Weird how it is never a problem with a little better design. Ranked games existed for a very long time. Take Starcraft or more recent example SupCom. Quitting there is never a problem ( you quit - you lose, simple as that). Maybe outrageously slow pace of the game has also something to do with it :)

175 Replies 268,981 Views

[quote]Rise is a fast-paced game, yes, but it's also quite a lot deeper than Sins.Man, what are you smoking??? It's "deep" only in the sense there is more stages. Might as well talk about Empire Earth II if that's the kind of mindless "deep" game play people want.I think there will always be some fast-twitch RTS players that don't "get" Sins. Speed does not equate to strategy.[/quote] Funny I rarely play RTS, in fact I do not like genre at all with the only exception being supcom.

41 Replies 69,083 Views

I want see this 1vs1 "competent" player's replays who finish medium game in 70 minutes. The only time it happens if one of the players (maybe both?) is complete retard and gets steamrolled after first encounter. Fact is if the game takes 2+ hours to finish a map it is not a good MP experience. SoaSe is in fact more of a clickfest than SupCom due to some bad interface decisions (for example you can only queue things up AFTER you have resources, not beforehand- kills the queuing idea

41 Replies 69,083 Views

Well I bought the game, but after playing around, beating 3 teamed hard AI 1vs3, 20 MP matches (in which I was undefeated in 1 vs1), it seems like I probably should not have bought it . Well at least ironclad is a small dev which distributes online without copy protection so money is not lost ( I support devs like that in principle) . So what is wrong? -Simple game is MP only basically and in MP is the average game time. A good ,fast 1vs1 on small map takes any

41 Replies 69,083 Views

Well the thing is Vasari also have have cost reduction tech (slave labour) and pretty good effeciency improvement tech. It is funny but in all 10 of 1 vs1 game (which all I won as Vasari) I was #1 economy wise. Some of it partially due to scouts being able to capture resources, but I am sure other thing play part as well. The imbalance could be that in the Early game Vasari are weaker, but that is why it is important to expand and tech up very fast And geez stop whining abo

14 Replies 12,848 Views

Nothing really special -expand, research and exterminate. I never go for dark armada - my games do not last that long , I research 4 levels of phasic missiles and go either with assailants and/or carriers. I use Skirrantra carriers as my cap ships almost exclusively .Hangar defences and repair bays only

22 Replies 12,228 Views

Dark Armad imho is useless on small maps. For the amount of resources it takes to tech up and build those phase gates you could have won game twice already. And big maps... anyone really play them?- because I havetn seen a single game in mp on big map ending succesfully (either host crashes, either people drop out - all because It last shitload of time and is very boring) .

63 Replies 25,640 Views

[quote]Adding a Vasari build for small map 1v1: [/quote] That is pretty much a strat I use sometime. Except I start teching up early if the map is decent size (e.g. small random map is plenty big ,but something like point blank map is not). If I do assailant spam I research 4 levels of phasic missilies and charged missiles. Plus hp and armor. I usually split the forces for taking over systems(1 is cap, another is frigs ). I dont see beneficial of spamming light fr

16 Replies 10,998 Views