I'm noticing turtling by the computer as well. I built a custom map that has plenty of resources and all the AI does is build Starbases on every planet, mine it to cahoots and wait an hour. When it does attack it is much better though. I admit that! Without taking advantage of neutral extractors though, I find the AI is still at a huge disadvantage.
Tkins
Weird, the quote button didn't work "It really doesn't. Sure you can build it anywhere. But the enemy can simply ignore it and fly around it (or through it if it's in a star) with no real problem. It certainly doesn't take a big fleet to kill one. I built an Advent one, maxed out the weapons/defensive upgrades, and a fairly early fleet of 2 caps, a couple of carriers, and a few other ships was beating it in a fight until I brought my fleet in to help out." I thi
That's what I use and most people I know of. Are you doing some modding? Or just playing around?
^ that and they are too cheap. I like having really powerful mines, but not when they are everywhere! They should be used to funnel ships, by placing them in strategic locations.
Was this error given in a note pad document?
I love galaxy forge.
If we went with realism, the game would have no sound, except maybe a radio transmission and some music lol.
Does seem interesting! How would this work in say an astroid or nebulae?
I've requested that they release the old models on impulse for the modders to use. No response yet but we'll see how it goes. Maybe with more support they might do it.... *hint hint*
Sounds interesting. Your ideas are fairly similar to mine. Here is the link to my thread, hopefully it may answer some questions you have. https://forums.sinsofasolarempire.com/329761
I haven't even clicked the link, but I'm pretty sure he's referring a post by one of the SD/IC employees. They state that Entrenchment is really slow and they advise people to play on Fast. They have mentioned they plan on increasing the spead by quite a bit (ie the fast now will be equivalent to the normal speed of the next release kinda thing)
Rangent, very good numbers. I agree completely.
1. fully agree. Mines are quite obviously broken. 2. I don't fully agree. Slightly longer build time would be good but not too much. The game is already fairly slow as is. increased cost I disagree with. The original starbase is quite basic. There isn't a lot to it especially for 2000 credits. It can't move, it's range is tiny, it doesn't have any kind of fighter defense and provides no resource bonuses. After it is fully upgraded though to 8/8 slots, it is hella expensives! If these
Can we get a break down of the major changes you've done?
lol... codders. you like dem der fish eh by'e?
Yeah that is right, anything posted for the next week or so I'd say is mostly twitch reaction. Bugs will be a big exception, but balancing is hard after only playing a few rounds with one or two factions. I just wanna point out too, just because they originally had this idea, doesn't mean we should continue on that path. If it turns out it's not working, then change it. Lots of time to work it out though. Keep up the discussions!
-I really like PJI mitigation. This is a good solve for many of the problems -I like the cost structure and build times now as it also helps with defensive capabilities. Sounds like people want starbases to be front walls that stop everything from entering. This seems unrealistic and not a fun game to me. I'd much rather have multiples star bases, like 1 on every planet or two that have different functions. If we raise the costs and build times too high, all we'll see is one o
Tec does have a range increase but I think it is broken. It's under the weapons upgrades and is the second and last upgrade available. After I upgraded though I didn't notice any difference in range. The only issue with the PJI idea, which I do like, is that not all worlds go into your territory. Without more testing it's hard to make assumptions, but bear with me. If you have a gas giant next to a star, or in between two neutrals, this idea falls through. it would
I like where both Shadowhal and Annatar are going. The planet shield is a great idea and I agree that stations shouldn't be moving (except the unique vasari). As Shadowhal pointed out though, this will not be very functional in non-colonizable grav wells. What about gas giants and stars? That little range we see now means the star bases are pretty much useless in those locations (except maybe guarding a couple neutrals). What would be better is if the range was increased so it t
Yeah, I'm not sure I get the starbase entity yet, but it looks like a ship to me, but has how many abilities + it can build ships and have squadrons. Not to mention it can work as a trade port. I haven't been able to use all the abilities yet, but does the one upgrade allow it to have population? If so, this looks like it can combine ships with buildings and possibly planets! Really coold c
Yeah I noticed the game seems to be much smoother. Nice!
" All this just demonstrates why it's a bad idea to start discussing balance after only several hours of gameplay" Most important statement right there. It's good to bring up ideas so we can pay attention to them, but really, imagine how our comments would look if we only played sins 1 time and then started commenting on balance. A week at least until these things have legitimacy. Right now it's all initial impressions.
Cool!
Yeah I could see all the mines. They looked "phased" but the icons were there and I could see the meshes. I was looking at mostly advent mines though that follow carriers around. I agree with the starbase function you propose. Especially the ring that shows the range. If we can't have a place starbase ability, at lest make it queue-able. I think I'd prefer the mines hidden with less damage. I'd much rather prefer having an entire field compl
I don't know if it was just my map or what, but within the first hour of play, all AI had starbases on 3/3 of their planets. I was pretty shocked. The AI seems to have improved a lot. I think they have also fixed how ships track other ships. It seems like LF's now stay within an optimal range (about 90% of their range). Can anyone else confirm? I find this works really well as they will follow ships around a gravity well and continue to fire, rather than stop go stop go. I might