and when will that be? Shortly before or after the release of the game.
Vandenburg
the rest should be left to the AI to make mistakes and for the general to swear about it. Ah, the epitome of modern game play. Having an incapable AI doing an officers work. What a... nice... idea.
Analysis of all our stats says the AI primarily loses by losing way too many ships (typically by throwing them up against walls of defense) despite typically outproducing a human early on and by mis-evaluating threats against his planets thereby causing ships on the offensive to waste time travelling back to deal with them and then back to the frontlines. Yep, that are the largest reason why the AI currently is no real challenge. But on a tactical level
C:\Documents and Settings\username\Application Data\Ironclad Games\Sins of a Solar Empire\RecordedGame There you'll find the records. They're dated so you should find the appropriate ones.
Yeah, I noticed that when I was playing. My ship just flew in to colonize, I had to tell it to fight each ship individually. Auto Colonize should be a secondary thing, attack should be first. Why not do what players online do , and send your forces in first THEN send your colony frigate in when its safe to do so. And you did not just say colony frigates should be fighting rather then colonising ri
i don't know with 36 ships ganging up on one ship the cap. those shields should have gone down. the AIs research couldn't have been that much higher than mine he only had three wells. i had 5 of each research stations true i didn't research weapons. but the AI should at most been able to get lvl 2 on weapons. since it had already bought a new cap Post the replay. For example at rapidshare or similar.
He may have also have had superior research. Which can make quite a large difference. 5% improvement here, 10% improvement there doesn't sound like much, but especially the shield upgrades are very powerfull. (More shield points and regenerating mean longer shields up, means much less damage (shield mitigation diminishes damage percent wise!) when one level one carrier sova. and 25 frigates can wipe out 35 frigates bef
No I haven't... But I have played the demo on a friend's computer against the AI... Sorry, but that really disqualifies you from making any argument at all. As long as you haven't played against a human player, how can you be able to qualify what kind of tactics exists? The current AI is brain dead. There exists no tactics against the AI because the AI is so stupid so there is never a need of tactics. <div class="Article_Quote"
I'd just like to throw in my support for extending the effect of the ion blast. Can you spell imba? IonBlast lvl3 has a CoolDown of 9 seconds with a duration of 7 seconds. It has an Antimatter cost of 65 while the Akkan has (at lvl 4 where you get the lvl 3 IonBlast first) antimatter reserves of 260+3*35=365 or about 5.5 shots. Lvl4 Akkan regenerates 1.15 antimatter/second. 5 shots * 9 seconds cooldown * 1.15 antimatter/second = 51.75 a
We are also interested in your feedback on the selection based empire window. You can turn this on in options > User Interface If you can, it would helpful to use this for a full game and let us know what you think. I still would like to have an option to show also every place where a battle involving my ships is going on (excluding scouts, couldn't care less about what happens to them). This would allow me to monitor multiple battles at on
Whenever I build Hoshikos, they always charge in front and start attacking when the fleet comes out of phase jump. And they always get priority targeted (adding to this they're quite fast buggers and usually end up on the front lines quickly). I haven't experimented with giving them hold position orders You have to give them hold position orders. Problem is, somebody decided that support cruisers need weapons, so the got a peashooter (28damage ie. 4dps)
Which maps do they work on? I'd love to be able to play single player "bites" when I don't have time for a full up multiplayer game. Dunno about the premade maps. But on the maps I did for myself, the AI does work (at least I see no difference between now and the AI from the last beta. Doesn't mean much, though. ) Edit: Fire and Ice works with the AI, for
Ok, I think I understand Lharrs idea, but it's imho way too complicated. Also implementation of it would probably take too much work by the devs in this late stage. But imho something similar could be done through research, without the need of large changes. It's something from Paradox' Hearts of Iron Grand Strategy game. In this and similar games you have the ability to research so called "doctrines" which give certain part of your forces a bonus and certain part a pen
Again, TFL, there is a major bug in the current generation of AI preventing it from being effective until the next patch. And by that I mean computer opponents generally don't leave their home system... at all. They do. Just not on all maps. Certain maps prevent them from doing anything (ie. not leaving their homeworld), on other maps they work.
Yeah, the autocast priorities need tweaking -- we should have mentioned that, but I guess we kinda assumed the devs knew that about all AI functions already. Just to make sure I repeat: Currently all autocasting scripts are very bad and inferior to micromanaging. A player that micros it's capital abilities will win easily over a player with equal capabilities, but who doesn't micromanage. For some examples, the Duno
... Why rapid share? Well Ill post tomorrow with a link Or any other hosting solution you know of. Was just a response to your mailing idea. Thought you had no other way to make them available. It's not the best hosting place, but for a few files for short times it's ok.
and why did you tell him to eat more squirrels? Look at his name.
Load it up on rapdidshare, set a time for the game and I'll be there.
Me too, one thing I don't get though is why when you sell crystals the price for them increases. Huh? It should definitely decrease. Are you sure that nobody else bought massive amounts of crystals at the same time? Else it's a bug.
also on the stock market: so far I have not seen any dramatic change in the prices depending on how much I buy. I would like to see prices rising dynamically the more a certain ressource is purchased. to prevent it from becoming completely uneconomical you can make it move towards a reference price so that even if you bought a lot in the past prices will go down a bit again. just an idea, because the stock/ black market doesn't like incorporating supply and demand enou
Na endlich mal ein bischen bewegung in der deutschen Szene Wid auch Zeit das ich ein wenig Unterstützung bekomme... Es gibt einige hier die Deutsch können. Es sagt nur niemand etwas auf Deutsch...
After playing some multi player games, I feel that structures have much too much hitpoints and take way to long to get killed. Especially mines are very solid. This makes raiding (if not centered on destroying the planet or stealing the resources with the Sova Carrier) quite hard and often not very useful. Imho mines should either get a decrease in hp to about 20% of the current amount, or, which I would also like, make it possible to bombard mines with the Krosov Siege frigate
This brings up another thing. Since Crystal and Metal have reletivaly EXHAUSTIBLE supply (ie once the rocks with the resource are depleted you are essentially cut off from heavy usage) When that happens all you have are the Refineries and will most likely need a refining system (depending on game size) to keep you going unless your the TEC which can just raise credits. So I am wondering if the other races will have a way to compensate and remain viable in the late game
I demand pictures!
Nice. I would love to test it. I can even host a game.