Okay, here's another two attempts. This is a smaller single star 1v1 map because I wondered whether the maps were too large, on the other hand a map is how much you use of it. Other RTS use 4 player maps for 1v1 fairly frequently, I've considered producing a map like that so you wouldn't know your opponents start position- might that work? This is the map I produced as a multi 1v1... the st
DesConnor
Thanks for the bug fixes, thats most of the ones I was aware of, apart from the semi-legendary Dunov icon bug of course! How about the normal start bug where extractors produce once queued, rather than only when built? Or the Advent Drone host bug where it carries homing mines constantly wuithout deploying them? The AI upgrades might help considerably in multiplayer as well. The balance changes are fewer than I was expecting, from what was
Double Edge only has two asteroids, terrans, deserts, ice and volcanics... so thats two planets and two asteroids short of Separation, and a further two planets short of my new one. It makes for a smaller game in terms of fleet. Your maps seem to both be more webby and not have connections down the middle then! Separation is more more stringy than most of your maps though? Its really an either/or with mirror image and having gravwells on the line of s
I still like having the junk next to the pirates, though... It is based on your map, Double Edge is a much smaller map. Perhaps it has the same circular look, you might prefer to stretch your maps? However the long trade route round the outside is straight from Separation, as are the wormholes- though the trade route in Separation goes right around the outside. I'd be concer
Well whatever reservations I have about it, I prefer that one as is to any of the set 1v1 maps. Your 'Escalation' has the advantage of being multi-system though, and I suspect that might be a better basis for a standard 1v1- perhaps one of each? Multi-system makes more sense really.... As I said I messed around with Separation to produce 'my version'. This is how it warped, though I haven't tested it yet.. <img src="http://img682.imageshack.u
Yeah, I'm not sure why the pirates can't use long range jumps or wormholes. They may be able to travel outside a system if it's just by normal phase lanes, so it's probably pathing, the AI gets into trouble on multi-star maps. But this shouldn't affect wormholes? Another aspect of the pirates that might be an easier fix is that their asteroid is very weakly defended, if they are expected to survive late into the game. How about- As it is already a 'special',
I'm not sure that you lose credits when a trade ship is destroyed, just future income. It might be a further improvement if the trade ships were slower to contribute to finances once they had been destroyed, perhaps they should be slower to build. I agree that the bounty should scale with the value of trade, perhaps use the same sort of formula as the trade route. The pirate ships would be very useful for trade warfare if they could somehow be captured... or boug
This is more like it, well done StarP! For 1v1 competitions we should really have at least one standard custom map, perhaps all the map makers could get together on a single thread to produce a single map? Of the ones I've made so far 'Double Edge' is perhaps my best. The 'Asteroid' map is to be dropped from the compilation, so it seems peculiar to recommend it? 'Escalation' has the great advantage of being multi-system and with a wormho
'Separation of Powers' is definitely the map I like best, it fits more in with what I prefer for 1v1. The game seems to lack a set map of the same size as the random 1v1 map, most of the set maps are far too close, and the ones that aren't are mostly small. I've adapted Separation in the editor, though I haven't tested the result yet. For a matchplay 1v1 map it still lacks a second star, though I haven't produced a map like that to my satisf
How about a general relations penalty for maintaining a large military force.. it would seem likely that other factions would prefer more evidently peaceful rivals, and it might help to turn factions against each other close to the end? It would have been good to have different government types. However, we could still have some of the effect- I'd also suggest that there would be an element of repugnance associated with some technologies.. Perhaps these? Fallout, No
Thanks, always happy to have more from Ironclad and great portrait- will it get used in-game? If portraits can eventually be matched to AI types along with faction names, perhaps this faction might be defenders.. They don't seem to stand out- at first glance- as being ready to negotiate a truce, though? Or is that just me?
One aspect of the logistics is not to set up a replay thread when there is a patch about to appear, as no-one could watch replays from the old version.... I'd prefer that the thread be split between 1v1 and bigger team games, rather than beginner/advanced. There's few 1v1 as it is, they're probably all pro- every error is exposed in 1v1! If the new style is going to be mildly revolutionary, as has been hinted, there might not be new replays for a while as the top players a
Envoys are of some use in culture warfare... how about if the envoy ship was also some sort of archaeology specialist ship as well, so you could get a discount on exploring a planet with one in a gravwell, would that be enough? Why shouldn't AI appear in multiplayer if it gets good enough? If the AI starts to make single player more enjoyable it becomes more viable in multiplayer as well. Just increasing resource cheats won't help if an AI replacin
Thanks, I hope that you're not discouraged- and also that we can have a patch before the beta is completed? On the beta- there is a story that when Tallulah Bankhead encountered the Salvation Army she observed that it had been a hard winter for Spanish dancers and tipped them a $20 note. It's been a hard winter for Spanish dancers, but perhaps it might be more dignified for TEC to achieve parity with Advent by some other and more fittingly military method...?
Krath the upload is no longer available, can you upload again- normal zip please? How about uploading to the replays section on this site? Perhaps you, Uber and Star could get together to produce a few 1v1 replays? No use being a shy champion....!!
You really only need one planet and roid-free well amongst the trade routes to have a vulnerability to significant interdiction. Also, if the trade ships were far slower there might be more of an opportunity to hit them at lightly guarded planets. I suspect that Darvin's comments may be aimed more at 4s and 5s rather than 1v1? Playing 1v1 its standard to have trade before the first battles with the enemy, though not necessary- of the stronger 1v1 replays I'v
If we can get a combined game replay thread going, can we have the replays downloadable from the replay section of this site? It might have last been used last summer, but it has to be the best place for replays- even some of the most recent 1.041 replays can no longer be downloaded from where they were uploaded, whereas the ones on this site will remain. I'd start a 1v1 pack with one of Krath's and two of StarPlayer's replays, but 3 doesn't seem enough and it appears that
Can you explain Resource Focus more? I'm not familiar with Advent except at the sharp end, but it seems that if you activated the tech it would harm your finances? For it to be a viable tech the resource boost might have to be much higher, perhaps 50% at the first level..?
With trade spam making up a large element of revenue from the early game on, I've been experimenting in an attempt to create a viable trade interdiction strategy. As a counter it promises huge dividends, in both profit and damage to the opponents finances. However I am still some way from being able to emulate Raging as the founder of a new playing style. Even at one of the few suitable spots, a magnetic cloud in the middle of an enemy empire, micro
If you drop the /auto-record... part of the links and just use http://www.filefront.com/15344855 they should work.
Again many thanks for these- replays of matches between top players are just what the game needs and have been sorely lacking, it's good to have someone making the effort. Both of these newer replays have StarP as Advent versus Tax Man as TEC. I'm not going to comment on the second one, except to say that Tax Man lost his Akkan to the pirate base and the replay minidumped for me 50 minutes into an hour long game. At that point Tax Man was behind financially and forced
Merge the jump relic with the phase accelerator- and add a new artifact to boost refineries, as trade ports already have one? I'd like artifacts to be reworked so that they were separate from the bonuses, and you got a fixed number of them depending on the size of the map. You could then have new win conditions based on artifact possession.
LRF have proved to be the problem unit in the development of the game and despite the attempt to suppress them with extra fighters in the first major rebalance, they have continued to proliferate. I suggest another core rebalance for the second expansion to bring the less favoured LF back into the game as counters to LRF, while LRF switch to counters for support. This might also solve problems with powerful support cruisers like Guardians, as LRF have enough hitting power to
Perhaps I'm just using the table differently? With bombers, I was trying to suggest that though heavy cruisers have a chance to attack carriers starbases cannot retaliate.. unless you want to add a table for bombers and fighters on starbases? So where you have that starbases counter all (except LRF), they don't counter carriers (kiting with Vasari) or LRF. If you had other ships in the well with the starbase, carriers would be their priority, then LRF..?
Capital ships are not a counter for LRF as from the damage tables they only register 75% damage on them, and as the LRF have 75% of the own damage effective against capitals there's no advantage. Why this should be I'm not sure. Capitals do 100% damage to LF and only take 50% in return, for comparison. I would allow that LRF are more effective against starbases than LF, unless Darvin has an alternate approach to the damage table logic? E