It's hard to make much rhyme or reason of it. When I was still playing single-player only I'd gotten a better grasp of it. I suggest just designing your own maps with Galaxy Forge. Unfortunately, Galaxy Forge-made maps won't auto-download to people for online multiplayer play (everyone has to install the maps separately).
DirtySanchezz
Could someone please walk me through how to use the Ressurection ability of the Advent's Mothership? It can be set to autocast and the computer will cast it when there isn't even a battle. How exactly do you use it?
[quote]Even though theres pretty much no chance at all. I still wish that the hosting worked like Age of Empires; where anyone can host a game easily.[/quote] That's what the upcoming 1.1 patch is all about.
[quote]It used to count them before the first or second patch and definitely before the web admin tool came out.[/quote] If you say so. I bought the Collector's Edition two days after the game came out and I played the Demo the day it came out and I'm pretty sure that it never counted bots as regular players. I'm sure I would have remembered posts and protests about it that it would have generated on the ProUnreal.com forums. Let me know if you still play the Original UT and
As was pointed out in another thread, in order to have an active clan community you really need to have an active online multiplayer community and right now the player counts are a wee bit low.
They really aren't all alike in the end. They are all significantly different in various ways that affect the strategy. One of them is very good for playing on small maps and the other is good for large maps that have relatively fewer players (but you wouldn't want to play them on a small map or a map with a large number of players relative to the number of planets) while one is pretty decent on medium and large maps.
[quote]Clans are a result of a healthy community , not the solution to a healthy community. I dont think initiatives to support clans are neccessary at this point. We need to sort out the obvious problems first, once clans start to flourish again , then thats the best time to start intiatives.[/quote] I agree. Perhaps the game could use some sort of mechanism to encourage people who only play it single player to consider trying online play? Perhaps a tutorial with a sample page of the
[quote]Hey, it could be worse! You could log on, see a handful of people in the lobby, notice there are hundreds of 'players' online and that every server is populated well, and then join random servers to find out that those 'players' are actually bots and there's not a single human to be found. Ah, the waste of money UT3 was.[/quote] As far as I know, UT3 (for the PC), in spite of all its faults, does not count bots as players in the server browser. However, that was a shortcoming of
Yarlen, I think you guys are doing a good job of supporting this game. I hope that my fellow Sinners will join me in realizing that Rome wasn't built in a day and that if Ironclad and Stardock were large commercial operations the game would probably suck and they'd be focused on pumping out the Playstation and XBox versions of the game and to heck with the less-profitable PC game.
From what I can tell, the clan scene isn't very active.
RA really isn't as invincible as Aghostone makes it sound. There are ways of dealing with Vasari opponents that have RA up and running. I know. I've had RA with my 15 gates up and good opponents can muck up the RA works.
I like your ideas, too.
:SNIFF!: I've found that I can eventually get into a game if I'm patient and wait long enough. I just surf the 'Net and read e-mail, etc., while I'm waiting.
Regarding custom maps. I agree that Galaxy Forge isn't perfect but it's also possible to make your own maps very quickly once you know what you're doing and the learning curve really isn't that steep. It only took me about an hour to make 5v5 Red Crush LE-101. If you think that making maps in Galaxy Forge is difficult, try making maps for FPS games (expect to spend about 200 hours to make a decent map). The real problem with the custom maps is that as of this time, they will not
I've noticed that this site is very anti-post editting (no way to fix grammatical errors now). I know of a couple other sites that are also anti-post editting. Why is that and what is the policy and purpose behind not allowing users to edit posts?
[quote]So, by going RA and then scuttling the ships that come in, your economy gets a boost for free. This boost can pay for fleet supply upgrades and other research.-- Retro[/quote] Note that scuttling the ships will involves a large amount of micromanagement as well as scouring different gravity wells for incoming ships. I wish there were a way to have it just automatically send incoming ships to a certain location.
I think the game plays well with the fast speeds and I'm pretty happy with the game play the way it is. So what if you end up building mostly LRMs and Heavy Cruisers? The fun of the game is not in building a variety of pretty ships. Rather, it's about managing your empire and figuring out when and where to attack and how to spend your money and resources. For those people who keep complaining about the LRM and heavy cruiser spam, would you guys care to suggest some additional an
To do Returning Armada, after you've researched the ability, you're going to want lots of phase gates (which take up Tactical slots). You can have up to three phase gates on planets and up to two on asteroids. You really need about 15 of them to get RA going. Doing RA in an online multiplayer game is a much trickier proposition because building the Imperial Labs, doing all of that research, and then building all of the phase gates you're going to need is time consuming and expens
Uh...I hate to be a party pooper...but wasn't this thread for discussion about the 1.1 patch and not all of this off-topic gobbledy gook?
Bright and enlightened? They don't come off that way to me; they don't give off the sesne that they are akin to Vulcans; rather they seem more akin to religious fanatics with a collective, hive-like mentality.
Had you done any military research to improve your ships' shields, armor, hull, and weapons damage? If not then it's possible that your heaver cruisers were getting chewed up by an opponent that did.
The TEC can still roll over the Advent (and the Vasari, of course), on small maps where there will be early combat. Just can't beat the inexpensive cost of those LRMs. Part of the strategy of this game, IMHO, is figuring out which race will do best on a given map with a given number of players and settings.
The problem is that a player can be almost completely eliminated from the game if the bounty is high enough. Either the pirates will eventually muck up his empire while he's out colonizing other planets or fighting the enemy or he'll need to keep the bulk of his fleet at the point of the pirates attack to defend against them. I dislike the pirates for the most part because the only way to get the bounty removed from you is to allow your ships and structures to get destroyed. You'
I don't understand why people are complaining about the (potential) lengths of some of the games. I mean, can you imagine how long it would take to play Civilization or Alpha Centauri in online multiplayer? Imagine waiting for everyone to take their turn. It could easily take 60 hours! With Sins you get to make most of the same strategic decisions you would make in a 4x strategy game but with far less micromanagement while also being able to play it online. (Come on...does anyone reall
[quote]That sounds like your biggest issue with this game[/quote] It's a very, very legitimate issue because it's 20 times more fun playing the game in online multiplayer than it is playing against dumb AI. AI is great for testing tactics and learning the game initially, but it's much more fun competing against a human intelligence.