Most Sins games take less than an hour to play multiplayer. Unlike games against the AI, the losing team will surrender rather than dig in and draw out the inevitable, so it tends to move much more quickly. Not to say drawn out stalemates don't happen, but they're the exception rather than the rule. In close-range scenarios, fighting can actually start [i]sooner[/i] in a Sins match than in a Starcraft match. Personally I like Sins multiplayer better than SC2 multipla
Darvin3
[quote]While 20 might be low I think 45 is a little high.[/quote] .... [quote]ehh, ima preety sure LRMS are 30, illums at 45. since illums take 50% more fleet supply they give 50% more exp. same logic... assailants, which require 50% more fleet supply than LRMS, should also be 45 exp.[/quote] Assailants currently are at [i]20[/i] LRM's are currently at [i]30[/i] Illuminators are currently at [i]45[/i] This is totally out of whack. By comma
[quote]No. The Hard AI also cheats.[/quote] In practice, its own ineptitude and management largely negates its resource bonus, so it doesn't "feel" like it's cheating. Vicious is pretty nasty; at x6 income, it can basically research every technology, fill every logistic and tactical slot, max out startbases, and still keep all its factories producing frigates at all times. For all intents and purposes, infinite cash. I actually don't think it would be PO
Here's a relatively simple one: strike craft aren't affected by armistice, and continue to buzz around and shoot each other for the duration.
[quote]They currently build way too many - and they really aren't effective, so why build them at all.[/quote] Agreed; the way the AI fights, mines are a waste of resources and it really shouldn't be using them at all. Minefields only work if you're hiding units in the thicket they create, something the AI just doesn't do.
Upsets do happen, you know.
Sorry, I misread "I don't even know if it works" as "I don't even know how it works" My mistake :-P
[quote]However, to qualify for the "Top" list, I believe a game needs to be more than simply a source of significant revenue[/quote] I have no love of WoW, and I fully agree with your criticisms. The fact remains that it's pretty much defined and continues to define its genre, and is definitely one of the most polished and expansive games with widespread appeal ever made.
[quote]The maximum Allied Victors setting is a excellent concept, and I think it has great potenial. But I've never seen anyone use it online, so I don't even know if it works... and I can't get the AI's to do it. [/quote] Basically, if you set the maximum allied victors to "3", then a team of 4 or more players cannot win. They must betray each other unitl only three are left standing. This encourages subterfuge since you know a large team [i]must[/i] break up e
[quote]Never tried this one but I've been quite successful with my drones combo.[/quote] Too expensive and too easy to chase down and kill, IMO. It's not exactly Vasari's favourite unit, but this early in the game they can still easily run down carrier antics with Skirmishers, and that will easily tide them over until they can build up a sufficient mass of assailants and sentinels. [quote]Flak spam is not satisfactory. All they have to do is plop down a SB and
[QUOTE] It seems to me that the Advent KICKS BUTT[/QUOTE] Once they get going, Advent is [i]awesome[/i]. Even after the illuminator bug-fix, an operational battleball is downright scary and anything short of fully-upgraded phase missiles or another battleball isn't going to have a chance of winning with even numbers. Unfortunately, until they get going, Advent is very weak and vulnerable. Overall they're the weakest faction since a good opponent will never let
[quote]Envoy/Pact System[/quote] Indifferent; it's alright, but it definitely could have been done better. [quote]Revamped Pirates[/quote] A mess; took the most annoying feature of the game and made it [i]more annoying[/i] without dealing with the EBAY bidding system at all. [quote]Pirate Missions[/quote] Meh. [quote]Player to Player/AI missions[/quote] Good in concept, but the numbers are all out of whack. [quote]Relationship Sy
Agreed; it took me several hours to help a friend through his mesh issues over messenger. It needs to be addressed in a patch so it just works the first time.
Halcyon + Defense Vessel is pretty much Advent's only viable opener currently; anything else will just get you swamped by assailants and bombers. Of course, this combo is inflexible and predictable, so it's hardly the cure-all.
It used to be this way, but this was far too powerful. In 5v5's, if an enemy Vasari begin with allied players on his flanks he could just fast-tech to RA and this would effectively end the game since he could easily produce enough ships to match two or even three opponents on his own. It's still [i]awesome[/i] value considering the number of units you get, but it's just not a game-winning freebee anymore. It's a little on the weak side now because you need to do so much se
WoW as #1 should come as no surprise; I may hate it, but there's no questioning it has definitely been the most influential PC game by a wide margin. Glad Sins made the list. As a strategy gamer, Sins, WC3, and Civ 4 would definitely make my top 3 games of the decade.
Still, a mesh issue will immediately turn any prospective multiplayer gamer off. This is definitely something worth looking at and fixing.
[quote]Processor bottleneck. Much lag on any game that gets to late-game.[/quote] x1.5 or x2 should be manageable, though.
[quote]The Colonizer/Starbase Constructor AI seems to have issues building starbases while the dedicated TEC/Advent AI seem to get star bases up much quicker.[/quote] The reason for that is budgeting. The AI will often spend its money on higher priority things and leave its constructor sitting in limbo waiting for funds to build the starbase. Because the Vasari starbase requires more money to deploy, this means the migrator is often waiting for longer. [quote
That's by far the most common issue we have with maps. While we're on the topic of custom maps, I may as well put up a shameless plug: https://forums.sinsofasolarempire.com/365777 I wish we got it to take off as a multiplayer "staple", but it's really hard to distribute maps for this game since it lacks an in-game downloader.
[quote]The Sins game is the original box BUT has been patched to ver. 1.191, Entrenchment is 1.051, Diplomacy is 1.011.[/quote] Then it's not an issue with the map version. The current map format is compatible with all up-to-date versions of Sins; it either works for all three or it doesn't work for any of them. The proper directory to place your map files is here: C:\Users\ \AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge
Brief clarification: The map format was changed in a [i]patch[/i] about two years ago. Maps are now completely compatible between the original game, Entrenchment, and Diplomacy. Only maps published more than two years ago will have any compatibility problems. If you're having issue with more recent creations, the problem is on your end. These are the two most common issues: * Have you patched to the most recent version? If you hav
[quote]While boom bases are fantastic for holding the enemy back... you shouldnt have to rely on them. [/quote] Against vicious, it's unsustainable to use any attrition tactic no matter how effective. You can't afford to detonate starbases against them. Upgrades become increasingly important as your fleet and economy grows. While they are marginal for small early-game fleets, they are great game-winners for large late-game fleets. The decision is [i]when[/i]
This would only be in the short "arming" period immediately after deployment, hence a one-time cost rather than perpetual overhead.
I meant in range. Didn't stop to consider my word choice there.