sc456a

sc456a

Joined Member # 3096780
2 Posts 12 Replies 619 Reputation

I played in the AoC Tech Test last weekend which was a disaster, even for a Tech Test. The test was several hours long and I was able to play a grand total of maybe 45 minutes - most of that waiting for things to long or lag to catch up. Sigh - it was a Tech Test so I can't hold them too much to blame for those issues. However, the game itself isn't anything new. You are a *insert generic MMO character type here* and you go through overly scripted events to perform tasks. The graphi

50 Replies 7,350 Views

Annatar11: I had no idea that players could collect bounty, but now it makes sense - thanks for explaining it! I guess the real "bug" is that when you and only one AI are left and the pirates have been destroyed, the AI keeps raising the bounty on you. I'll modify the OP to relect this.

27 Replies 59,993 Views

Zero: What amuses me and saddens me at the same time is when people say something like "no other RTS has good pathfinding, why should Sins"? Why should we as gamers not be asking for [B]better[/B] games? Thanks for your support:) Annatar11: It is a bug, but maybe you misunderstand. I'm talking about the AI raising the bounty on a human player after the pirates have been killed off. The AI will spends thousands on bounty for pirates that no longer exist.

27 Replies 59,993 Views

[quote]The only thing ship AI needs improving on is the autocasting of abilities, many of them, IMO.[/quote] I agree with this. I find that at I have to disable autocasting on a significant number of cap ship abilities because of their inability to use them effectively. [quote]Actually, I've had 6 Frigate factories building at the same time from the same planet.What you've encountered might be a slight oversight in the code.Let's say for example you have 1 factory. You create

27 Replies 59,993 Views

I'd just rather focus on fleet building and attack strategy rather than hand guiding my units through a pirate zone filled with turrets. There are better and more interesting things to do with your time than manually watch useless sectors and guide your units through them by hand. I'm talking about making the game better and smarter - not making it easier for the noobs. Those few seconds you save not having to guide moronic units through a sector could be better used elsewhere.

27 Replies 59,993 Views

[quote]1. Give it an attack order.. pay attention.2. Huh?.. ships don't sit by while there are things to kill unless your fleet orders are messed up.3. Pay attention...4. Set engagement rage to grav well, which is default. You hit a key on accident probably.Well actually there is some weird issue with ships ignoring and resetting orders..5. Interesting. Should be fixed if true.[/quote] innociv: While I will simply "agree to disagree" with you on point one, though I feel your comme

27 Replies 59,993 Views

Here are a few small things that bug me, hopefully the devs will add them to their to-do lists: 1- Cap ships auto-bombard after everything else (or almost everything) has been destroyed in the gravity well, but if a single vessel like a scout enters the well the entire fleet gets distracted and runs after it - not even catching it in time to destroy it. This is very undesirable. It means you you have to manually select each cap ship and tell it to bombard, every single time. I suggest

27 Replies 59,993 Views

Lol Windexglow. I'm not going to do a never ending point by point with him. He's just wrong and is giving people faulty advice. You can't discuss things rationally with people like the_monk. He just thinks he's right and isn't. I think I'm right too, but I have the added benefit of actually [B]being right[/B]. :) I'll leave it up to the users to decide which advice they want to follow.

4 Replies 6,165 Views

There have been many posts discussing how to troubleshoot connection issues with Sins. Many people are reporting connectivity problems, usually relating to the inability to host or stay connected to Ironclad Online reliably. Most of these issues can be resolved by correctly configuring your firewall. This post is different from other "guides" already posted in that I recommend you do not use a software firewall and that you actually follow the recommendations of the developers. Here is

4 Replies 6,165 Views

Sibilante: You make two excellent points: 1- I will make a thread giving advice on correcting network issues and how to properly setup your firewall for Sins (and other games). 2- The last quoted comment was somewhat rhetorical, but I included the word "dedicated" for a reason. If you're going to dedicate such a powerful machine for a firewall then you are completely wasting that machine. Thanks for your input:) Look for my new thread soon! I'll link to it here

21 Replies 13,910 Views

the_monk: OK, I don't want to completely hijack this thread, but I feel like you are actually doing the community harm with your advice. I'm sure you don't intend to since you really seem to believe what you are saying is true, but I feel like the record should be set straight for those who don't know any better: 1) [link="http://en.wikipedia.org/wiki/Network_address_translation"]NAT[/link] doesn't protect anything. It simply translates the internal connection to the external

21 Replies 13,910 Views

[quote]I'd like to see a fix so that if you end up leaving a game involuntarily (minidump, computer crash) you can rejoin the game and regain control of your empire.[/quote] Actually this is completely doable - Civilization has been doing it in MP for years. When you leave the AI takes over for you, and you can jump back in at any time. You can even password protect your "player" so no one else can jump in when you leave. Why everyone doesn't do this is beyond me, but it is possible!

21 Replies 13,910 Views

[quote]I feel I have wasted $40 on this game, as I am just getting fed up with the terrible multiplayer experience. No wonder few people are ever on.There are plenty of people on, its just that none of them bother to learn how to set up their systems to host -- or can't, for various reasons.[/quote] I would advise anyone [B]not[/B] to follow Monk's guide. It actually advises you to open ports, then [I]disable your firewall[/I]. Sheer madness. Why anyone would recommend turning off yo

21 Replies 13,910 Views

That's a refreshing stance to take Devs. We're all really pumped about 1.04. Your ongoing development and support is greatly appreciated by the players. I also like the idea that you are actually playing online in the environment that we are. I think a lot of devs these days spend too much time testing internally.

67 Replies 75,321 Views

Uranium is pretty much spot on with his OP. Arguing in fanboy fashion every one of his points doesn't change anything. He has every right to post the truth, and I wouldn't be so glib as to assume the devs don't read these posts or don't pay attention to them. The bottom line is this game got caught up in being "4x" and "on an awesome scale" and lost focus on the details. TEC cap ship abilities suck, period. I also don't think it is the OP's responsibility to come up with fixes to problems t

91 Replies 95,047 Views

HuntingX has made some very good points here, but it is clear that balancing is different for SP vs MP. This is purely common sense. Another idea that should be common sense is the separate balancing of SP and MP - meaning that each have slightly different balance making each more fun to play. The only drawback to this is that you can't necessarily apply a SP strategy to MP or vice versa. I would argue that this is only of minor concern since many people who play SP rarely play MP and vice v

29 Replies 60,952 Views