Sheepdude

Sheepdude

Joined Member # 3041510
4 Posts 6 Replies 527 Reputation

To Urza: Interesting. I'm not sure about the specifics, but that screenshot does make me think that the AI in Sins ought to factor in more things when considering their friendliness, instead of basing it solely on how many missions you've done for them. Maybe they already do, but I don't know much about the AI negotiation logic. Especially, I see what you mean about an empire's strength. A strong empire might choose to ally with a weaker one depending on its location and situation, but

37 Replies 50,168 Views

As Rhedd said, you can use the "Ping" button to place a ping signal on a planet or structure, and usually your AI allies will do something in response, such as coming to your aid if you're assaulting it. I think the Sins negotiations interface is quite comprehensive. I'm not sure what you're suggesting, Urza... you say you'd like to push it more toward Civilizations 4 or Space Empires V, but I don't know what that entails. Could you be a little more specific as to "what" extra condition

37 Replies 50,168 Views

The Antorak Marauder of the Vasari faction has a skill, Phase Out Hull, which makes an enemy unit or structure invulnerable, but also disallows it from moving, phase jumping, using abilities, etcetera. The problem is that the auto-cast of this ability is not smart in the following case. Near the clean up phase of the game, after destroying an enemy colony, I had my ships destroy the remaining enemy orbital structures. It got to a point where all the units were attacking the last remaining str

4 Replies 11,163 Views

Like I originally stated, I believe it looks for the shortest routes between each of the planets, and then picks the longest one of those. In your instance, there are two planets in which the SHORTEST route between those two planets consists of a chain of five planets. If you were to pick any other two random planets in your empire, you would find that the route between those random two is less than or equal to five planets. Which was my original point, concerning the idea that the more

5 Replies 12,640 Views

My original example is actually incorrect. In conquering the sixth planet, the longest connected trade route would be 1-6-3-4, not 1-6-4 as I had said in the original post. The maths come out to be a little different too, but the idea remains the same.

5 Replies 12,640 Views

The idea of having a long chain of planets with trade ports is that for each planet in the chain, the money earned from trade ports increases. However, I've noticed the algorithm for finding the "longest" route functions in an odd way: it finds all the shortest routes between your planets and chooses the longest of those shortest routes. In effect, conquering planets and building new trade ports could potentially lower your overall trade port income. For instance, if you owned five planets (c

5 Replies 12,640 Views

Here is a replay of the last few seconds of the match before I saved. You can see my fleet supply is less than (meaning a bigger number, in negatives) -100. http://www.ilstu.edu/~bswilli/ReturningArmada.record I was unaware that you could disable autocasting of the Returning Armada. Thanks for the tip. Also, BigBadB, you are correct: Returning Armada is in the civilian technology tree, not the military. Scuttling the civilian research labs would therefore have an adverse effect

29 Replies 46,476 Views

Playing the Vasari on Single Player FFA on Systems Of War (which is a 5-star, 50-planet map), I eventually got to the point of having all researches and a maximum fleet. The rest of the game involved me hunting down the remaining empires on the other star systems. The Returning Armada skill began to hurt me in this regard. The Dark Armada would spawn at over a dozen planets where I had built the Phase Stabilizers for quick phase jumping. This put my fleet capactity in the negative hundreds, even

29 Replies 46,476 Views