"Neuromancer" was inspired by a single throwaway line in "Escape From New York", apparently... With the potential for more contributors, how about a relaunch of the pack? If we can, I'd like to have all the maps included pictured on the relaunch thread- though this might require a slimmer pack- as well as a community willing to diversify from single random 5v5s!
DesConnor
Though I am very reluctant to use mods, they can be useful to illustrate gameplay options. So I have created a mod to demonstrate how the pirates could be... http://www.datafilehost.com/download-448aad49.html I've tested it for a few hours, though it meant playing Advent, hmm. I noticed that the v1.01 pirates are meant to have a couple of abilities that don't seem to be working correctly- an incendiary shells
As it is the carrier caps are bound to be the choice, because they are far more flexible than the other caps, the only ability they lack is colonising. It shouldn't have been a priority to buff the Skirantra in the first place, the other caps need help. However, Deceiver's suggestion seems reasonable. Why are the carrier caps allowed to kite anyway, when the carrier cruisers were specifically prevent from doing so? Either slow them, or speed all the battleships.
I like the concept of having an artifact to start with, it's one we haven't used enough. We could use more variety in setting up the planets in general- if only GalaxyForge would work for something other than Dirty's 'Schwarzeneggers'... 2-3 neutrals per player is the average for the other maps, though when I hid a neutral behind the pirate base it was frowned on, I'm not sure about three behind each of two pirate bases. Admiral Lumaran seems to have been about, madly crea
Another mapmaker who uses dead asteroids on occasion! Good to have your contributions. I'm not that keen on maps with a single choke at the star, but some of the standard multis are set up like that, there seems no reason not to have a single as well. Angles tend to be more important exiting the star though, and as it is your 1v1 favours the player on the right, who gets a quicker jump from his volcanic to the desert. Why not have both volcanics at right a
The normal start bug where the extractors produce as soon as they are queued instead of only after they are built still exists. The relationship points victory is either bugged or seriously in need of adjustment- as it is you can have won the game before you can get any pacts with your allies! This might take extensive testing to work out exactly what is wrong, though. It might be useful to have some other conditions like owning at least half of a system, or culture p
I just don't consider that enough trade ships are being destroyed in games to make their techs valuable, even compared to the dubious wares proffered by the four techs from the original thread. Also, having the trade ships so fast greatly hinders the effectiveness of the pirates at what should be their main purpose.. as it is the pirates are a threat to planets and starbases, but trade ships can often escape by leaving the grav well! The solution, to slow trade and refinery ship
The pirates get stupidly powerful in 1.01 if you allow them to last beyond 6-7 raids. The turrets can cover the entire well and also get flak burst, making them immune to strikecraft. I've taken out the entire defence force before, and the pirate base, and still not colonised the empty base because the turrets were too strong to bother with. It's also important to realise that the pirates are no longer part of the standard counters system, heavies are all that is good a
Thanks Ryat. The 'pirate' class of armour just seems eliminate the entire counter system, for no apparent reason...? Carriers have become ineffective against pirates?! Have the pirates got a common attack as well? LRF do the most base damage per ship, so I suppose you can just get the pirates to attack your capitals, if you have no heavies. So the pirates begin to encourage LRF spam as well, the fail continues... All that was requir
I agree, I wish the ability of the pirates to capture ships had been retained, and that they got abilities to help them further as anti-trade, like cloaking and phase inhibitor immunity. Massive stats increases are just too crude. Why boost them out of all proportion to the AI tech tree, what is the intention? It's like a bad mod. Is there a new 'pirate' armour type for all their ships, so that they are all the same? What are the modifiers? They were
This thread might help: https://forums.sinsofasolarempire.com/375973
With added lateral mobility! Perhaps not much, but it's as well to please the critic. Also, I wanted more options for refineries.
From the in-game menu 'Single Player', 'Watch Game', 'Single Player Auto-Recorded Games', select the one you want and 'Watch'....If you play a 1v1 with autosave on it should be there, the last one you played is on top. If you play a game, put it up for download somewhere and post a link I'll take a look at it for you, or anyone else that wants some commentary. What level are you playing at?
Leisure Suit Vasari.. with red hot chicks for every day of the week, but make sure none of them find out about the others! Revolutionary squad-based combat- and most of the development budget squandered on 'What is love?'.
I managed to fit a single player FFA game in, with seven AI. I set them at hard difficulty as that is the standard the AI plays at in multiplayer, and I wanted to test whether multiplayer FFA with some AI factions was possible, to make 2-5 player games more interesting. I used all the options, with normal fleet sizes and set to a one player win. I won the game fairly easily, two of the AI factions were defeated- neither by me- and simply by moving up the tech tree I m
The single player menu has a 'watch' tab, then you can click onto different sets of replays, first single player then multiplayer. They should have autosaved, unless you've turned autosave off. If you put a link to a replay up there'll usually be some interest, I try to watch the replays that have been posted. If you want criticism a short random 1v1 is easier for others to watch than a vast game on a custom map. Once you can defeat a hard AI 1v1 multiplayer is
The second expansion appears to have done for Insurgency what the first did to Novaliths... however we are working on the Dimensional Cascades project. It's a new style of victory, like the Wonder in AoE2, where you have all the labs of both types, and possibly one or more artifacts, you can build a ultra-deadly Monolith that takes vast resources and ages to build, but is an instant win if completed. No more jokes in the Elite Warlords Club about 'ultimate' techs t
Though they're not a part of the compilation, I've made maps that are no more than a homeworld, an asteroid and and ice/volcanic, then just random gravwells on a patterned map. The maps are among my downloads from this site. I haven't used random phase lanes yet though. I stopped making that style of map when I began to play the maps that came with the game online. Not all of them are good, but I far prefer the good ones to the random maps, and I learn more from p
UeCa might mean that you could slow the Pillagers down before they could attack, especially with no Rogues...? The Pillagers still fall for the 'fake turret build' trick though, so they don't achieve anything, even with a dozen of them. Less of them and better AI might be an improvement? A dozen siege ships could just ignore a single turret, or even a pair of them. The point is that the pirates are just too much of a threat compared to the AI, though. Support cru
I had a test 1v1 game against an unfair AI where I didn't bid in the auctions. Raid one 'Guarded'... (why not 'low', will it ever be 'low' then'?) the enemy put in a late bid of 229.. 2 Corsairs, 3 Pillagers, 7 Reapers, 9 Rogues, 4 Cutthroats Raid two 'Elevated' no further bid from my enemy 5 Corsairs, 9 Pillagers, 6 Reapers, 2 Rogues, 4 Cutthroats Raid three 'High' again no further bid 12 Corsairs, 13 Pillagers, 7 Reape
You shouldn't have any problems at the easy level- but if the AI wins it will be a long game, as you have discovered. Advice would be easier if you would explain more about what your approach is, and where you are losing- are you unable to build up a fleet bigger than that of the AI because you lack finances? Also, what version of the game are you playing, and have you got either of the expansions?
Well the Advent Retribution tech is purely financial, rather than more health- the protection is that you can get extra bounty if your ships are destroyed? Also, my point is that trade and refinery ships are not like construction ships... construction ships don't exit the grav well, so their speed isn't any protection for them, as none of the civilian ships are faster than military ships. Strike craft aren't any good if the ships phase jump out! If there was
Another set of techs that need help are the trade/refinery ship techs... The problem is that so few non-combat ships are destroyed that these techs are not needed. As the income from trade and refineries is linked to the existence of their ships, rather than to the number of voyages completed, it would make no financial difference at all to drastically reduce their speed. It would, however, make the ships far more vulnerable to destruction if they only moved at 1/3 to
The smaller 4v4 'smurf safari' project- how about this? A bloodbath, with limited lateral mobility, you reckon? I wanted to have a restricted number of planets, but also avoid the one player each side pocket/flank/sandwich standard map. If the map is restricted in size then it also makes a good unlocked FFA map. Those games are possible in the expansion, but on big map
If the trade upgrade requires so many labs then perhaps it should be the better upgrade? 1.3c/s is 78c/min.. in 10 mins 780 credits. Having the upgrade pay for itself in under 10 mins might be excessive? What sort of map was your 3v3 on? It must have had an odd layout if it was still being fought when you had a 16-jump plus route. How many starbases did you need? It would require half the system in a random 3v3. The 2s replay that Minsy put up