Shugyosha

Shugyosha

Joined Member # 2598169
0 Posts 24 Replies 323 Reputation

[quote who="ThreeLeafIvy" reply="19" id="3096703"]How will linking functionality between the original Sins games/Trinity and Rebellion work if the former was bought from Stardock/Impulse and the latter is on Steam?[/quote] Rebellion is an independent game that doesn't need any former Sins games/expansions to run. Pre-ordered but still waiting for my key. How long does it take to get one? The game doesn't show up on my Stardock account either...&nb

95 Replies 474,854 Views

Men of War: Assault Squad has a Skirmish mode where 1-4 (or more?) players can fight the AI on one of 15 skirmish maps. Granted you don't build a base it still comes down to strategy and tactics. Units are controlled individually but from what I understand the player with the least forces always get supplied first and you can and should gift units over the course of gameplay. It requires a lot of teamwork to conquer & hold against the AI and the more you advance the better are th

32 Replies 165,465 Views

[quote who="Ziktur" reply="61" id="2789514"] could be various kinds of packs, one for camouflage to scout out enemy cities, maybe a disguise for infiltrating cities, or a sabotage kit?[/quote] I would recommend a Diplomacy or Messenger kit. Not much need to design a unit. You just use a basic diplomat unit (like the Pioneer) that can be researched early on. It can travel through any player's realm and can give diplomatic bonusses somehow (shorttime one-fire ability or an embassy

143 Replies 380,627 Views

[quote who="Chibiabos" reply="4" id="2773978"]That's utter hogwash, frankly. I wiped out an AI that declared war on me, and my reward for survival is suddenly everyone wars with me?[/quote] First war is not a crush or be crushed affair. War can be stopped after some cities have been (re)conquered or you let the enemy live on with only a small realm. Second it should not be the case that everyone else goes to war with you immediately but that they are wary of your

12 Replies 8,893 Views

I think a diplomatic modifier would be a good way to get the desired effect. I doesn't matter if the AI you are destroying is a friend or a foe with the other AI's. As soon as other nations witness how you completely obliterate another realm and its sovereign they witness your warlike nature and become more wary. This could be a modifier to the already existing diplomatic modifier about army strength. A large army of a peaceful country is far less scary than a large army of a sovereign who ha

12 Replies 8,893 Views

[quote who="AlphaEridani" reply="26" id="2711335"]Feature request : AI vs AI games with automated after action reports with AI screenshots and analysis.[/quote] This is actually one of the most underrated features in video games. It is usually not very hard to implement in games that already come with a spectator mode and new players can learn very fast from it. If possible I at least watch some replays of A.I.'s fighting each other in new games. I find it fascinating.

59 Replies 116,283 Views

As I have to play in cloth map modus at the moment on my laptop I have to auto-resolve every battle. I really like the cloth map as it is actually much more flavorful than most fantasy games represent the game world. I think there should be an option for cloth map combat which not only benefits people with old hardware but could really look great. So the options menu should have a checkbox "[ ] Force cloth map combat" Units should be represented like on the cloth map but with

1 Replies 14,139 Views

Is the mini dump format somehow different in the beta? I got a dump when I used a Marza's ultimate ability manually and clicked the dump message away yesterday but today I can find only old .dmp files of 2008.

3 Replies 4,174 Views

Fantasy Wars is a really difficult and deep turn based strategy game from what I heard you can only play it over lan in multiplayer (but that should do for you). Sword of the Stars is a really cool 4X game. Together with its expansion pack Born of Blood it still has an active multiplayer scene. The AI is pretty good but it is very combat oriented. But all the featured races are really unique which makes the game attractive for players with different p

43 Replies 153,263 Views

Have a look at my Capital War mod in the downloads section. Its more or less what you need. The AI does nothing but building a cap maybe but it stays in its well. Frigate Factory is automatically replaced by a cap factory on every map (custom ones, too). Super abilities should be researchable (only Akkan is done so far). Caps are strenghtened to be able to fend of pirate raids, etc. As nobody was interested in it I abandoned working on it for month so I hope it works with the

68 Replies 52,896 Views

What about the promised campaign? As for the three expansions I have no problem with it if the new stuff is worth $9.99 each time. At the moment it all sounds a bit vague to say anything about it. Are we able to skip expansions if we don't like them and just run expansion 2 for example? Expansion 1: I think Starbases only have a narrow use in Sins, especially in multiplayer games. I never wanted something like this in a game except for looking cool and such. If the starbase so

115 Replies 304,557 Views

[quote]I have been playing with an Easy AI, since getting wiped out in 15 minutes doesn't seem like a good way to learn the game.[/quote] You can always learn from losing. make a game with two medium/hard AI's and afterwards watch the replay of the game out of the AI's perspective. This will give you some hints. The AI's play anything but perfect but its still a good learning experience for beginners. Later on you can download and watch replays from real players.

16 Replies 28,620 Views

[quote]I have seen a group of 15 top tier frigates or LRMs take down level 10 Cap ships in less than 30 seconds.[/quote] And, what does it mean? You need escorts for your caps! Nobody who knows what he is doing sends a lvl 10 capital flying alone but only with a decent amount of protection. I also seriously doubt that 15 LRM's will tear down a lvl 10 cap [B]both on the same research level[/B]down in 30 seconds. And the +x% to hit bonus from an Akkan for example is everything el

17 Replies 30,953 Views

Cool Terra! I already registered and will soon post some stuff. And I would gladly accept if you would take some kind of lead position when it comes to contacting people, adding folks to the staff etc. I will compile and post some ship info soon. Some days ago I have already tested some things. I made a shipyard with a functioning repair ability and a cobald with beams. This was just testing but I got a good idea of the structure we should lay down in the code and I wi

82 Replies 75,325 Views

Hi, the Capital War mod is based upon an idea from a thread somewhere on the multiplayer boards. My aim is to deliver a highly tactical and strtegical mod fleshed out for multiplayer to fight with capital ships only. The mod can be played on any normal sins map and the frigate factory is automatically replaced by the capital ship factory. The supply system has been changed along with several other balance changes to make up the missing frigates. You will however only be able

0 Replies 2,910 Views

@Name: Just "Legend of Galactic Heroes" does it for me, because people who know the series will recognize it and it fits as with unique caps and subfactions we are using the hero theme. But we can add words like "Eternal War" or something like that if you like. @Logo: I'll see what I can do @German: The problem is that many terms are wrong. I'm from germany so let me tell you that it is called "schwarz[B]e[/B] Lanzenreiter" and Kosmosinsel is something like Cosmosisle (aka comp

82 Replies 75,325 Views

All the ideas about additional supply and additonal planet types are just too much to start with I think. I definately like some, others need more work to flesh everything out but we should start small. As already said, most of the more complicated ideas and concepts can be added later without the need to go back and change everything done before. [B]@Capitals:[/B] As we have pinned down most stuff we have to talk about capitals, too. I think we can all agree that caps should get mo

82 Replies 75,325 Views

@Factions: I think it would be the best to just build the two factions first with structures and ships as a template. Then the subfactions each get their own research tree that makes them different. Example: The Empire faction has besides other vessels access to the defensive ship A and an attack cruiser B. In the sub-factions the aggressive subfaction has access to cruiser B from the beginning and can research good abilities for it but has to research vessel A to even use it.<

82 Replies 75,325 Views

@Factions: As I suggested before I would split them, too. But tied to personalities to create some atmosphere. One is more aggressive one mor economic (read above). @Mechanics: Combining factories and repair/antimatter stations is a good idea. This should be really large structures that cost much in resources and slots and are very important. Instead of pirates they would be mercenaries that are relatively weak but i guess its better to remove them. As espionage and intrigues ar

82 Replies 75,325 Views