[quote]So each input has a time stamp attached to it? Wouldn't it be possible then to jump to that time stamp? Or would that require a serious coding overhaul?[/quote] The problem is that you'd need to keep track of the game state at each of these times, as well. This is the whole point; the replay system doesn't record the position of every unit at every point in time. It just records what you do, then plays the game as normal. In theory, there's
Darvin3
[quote]I have never beaten cruel AI 1v1 simply because I don't have the time like many gamers have and thought that Vas v Adv. was a good way to ease into it.[/quote] The best way to beat the AI is to find a nice choke point, lay down a starbase, then start massing carriers with bombers. If you can reach about 100 squads of bombers, the AI simply [i]cannot[/i] beat you and you should be able to thrash it regardless of its difficulty level. Throw in some caps and support cr
[quote](yep, I chose Vas to give me an edge, I don't consider myself a professional at all)[/quote] It's an AI, you're a human, that's a [i]far[/i] bigger advantage than any of the factions have. [quote]Any player here worth his salt knows that the Advent Mothership has the best colonization ability (bummer the rest of the faction sucks atm inho)[/quote] As of 1.181, this is no longer true. The TEC Akkan's colonization is now the best in the game.&
[quote]1) Jump to a specific time (game time or machine time)?[/quote] Nope; you gotta fast-forward to the point you're interested in. [quote]2)Rewind?[/quote] Nope; you gotta restart and fast-forward to the point you're interested in. [quote]3)Fast-forward more than 8x?[/quote] Nope; that's maximum. In practice, though, very few systems would actually be able to handle higher than 8x once fleets get large. [quote]4)Convert the recorded ga
Ran into technical issues; will try again tomorrow.
It took you a minute just to order your scout to begin exploration. You didn't start producing military units for over two minutes. You didn't send these units to a nearby planet until over five minutes had passed, and didn't actually colonize one of these planets for 15 minutes. Essentially you got next to nothing done in the first 15 minutes while the AI was busy building its power base. I'm going to take a video of me playing a game against the normal AI to dem
[QUOTE]The AI always has the advantage in one area or another and always turns it to a winning advantage.[/QUOTE] There's a bit of a cause-and-effect going on here. Faster colonization tends to allow you to build a stronger economy, which tends to allow you to build a bigger fleet. If you can maintain an advantage in colonization for a substantial period of time (30 minutes should be sufficient on fast game speeds) it's actually very easy to be #1 in all aspects. <
What you're describing seems to be an interface bug, or as InfiniteVoid points out you may mistakenly be playing in cinematic mode, which is pretty well only useful for screen capture; it's pretty well impossible to actually play. I'd also like to point out that you [i]are[/i] using both expansions. I took a look at the replay; it begins over an hour into the game, and the AI had already accumulated a [i]substantial[/i] advantage by this point. A veteran c
At this point, we need to see a replay. These kinds of difficulties are not unheardof, but generally mean there's some fundamental problems with your technique, approach, or pacing. I've done extensive reviews of the AI in replays, and I can [i]assure[/i] you that normal and easy do not cheat, and easy in fact receives a substantial penalty to its income. There was some speculation a while back that there might be a bug with the easy AI causing it to overperform, but no on
[quote]Not really my fault if this forum sucks so bad handling copy&paste.[/quote] Actually, the problem is that it's [i]too[/i] smart for its own good and keeps too much data and formatting. It's the classic case of unwanted features in the background. A good work-around on Stardock's forums is to copy your stuff into notepad, then copy the text there and put it on the forums. This will remove all the extra data that can cause problems.
The only TEC capital ship ability that is affected by research is the Sova's missile platform (which gains the benefit of hull, shield, armor, and missile damage upgrades). All capital ship abilities are fully functional without any research, though some aren't very useful until later in the game.
[quote]So Darvin, according to your interpretation, population represents surface settlements that are under your control and the colony ships are actually military transports?[/quote] Pretty much.
There's about one per continent on developed planets, and all traffic goes between these hubs (never to or from any other location) so regional distrubtion centers makes sense to me.
Keep in mind that threads in the "off topic" category are visible from [i]all[/i] Stardock forums, even those that are non-Sins. Personally, I'm always a bit of a sucker for the underdog, so this version it's Advent.
Without additional lore, we can only speculate. Some people, such as me, do not that that "population" is actually a measure of the planet's occupants, but rather a measure of its [i]citizens[/i]. That is to say, population increase represents bringing surface settlements and people under your control. The biggest problem I have with the literal interpretation of population as a head-count is that this game has a time-scale of, at most, a handful of years. It
Actually, the indication is that they're working on an entirely different game, and they will revisit Sins in the future. To repeat, the indication as of right now is that Ironclad is working on a non-Sins-related product.
I think there's a slight difference in the main menu. That's it.
The Wiki is the best resource for this info: https://www.sinsofasolarempire.wikia.com/wiki/Category:Vasari_Research_Tree https://www.sinsofasol
[quote]I've seen the 6 Pool destroy ZvZ at Diamond, because Zerg have no counter to it unless they 6 Pool themselves.[/quote] 8-pool beats 6-pool. Their lings arrive while your lings are eggs. Run your workers in circles until your lings are out. If you wait for 10-pool, though, you're probably screwed. [quote]And in Team Games, Zerg wins; 4x 6 Pools cannot be stopped unless your Team went 4x 6 Pools. [/quote] In my experience in 3v3, this is extrem
[quote]Novalith? Impressive?[/quote] Basically only on large multi-stars when TEC can beeline to it with their superior economic growth. I can get a 2-piece novalith nuke operational within an hour if the map is good for it, and start blasting homeworlds. Absolutely deadly. Unfortunately, that's the best the novalith has to offer. It's very much a superweapon you have to bring out with an element of surprise. If the enemy has time to prepare for it, it'
[quote]Probably the only realistic thing that Blizzard could do is have those at Bronze, Silver and Gold Leagues have a somewhat randomize set of start-up conditions so that players can’t literally play out a recipe strategy they read on the net. But I don’t see that happening.[/quote] I think you're on the right track here, but I disagree on the specifics. I do agree that higher starting resources would be more interesting, and randomizing those resources [
I've experienced that AI slowdown bug myself (really is unplayable when it happens), but I was unaware that it was an issue on the Windows side, and a cursory Google search cannot find any corroborating data.
A. Damages all enemy units in the target gravity well (bonus damage to structures) B. Stuns all enemy units in the target gravity well (longer duration to structures) C. Opens a phase stabilizer node at the target gravity well Damaging [i]everything[/i] in a gravity well? Opening up [i]any world[/i] to back door attacks? Shutting down all planetary defenses for a few minutes? All in one device? This thing is [i]scary stuff[/i].
From what information has been gathered (nothing 100%), Ironclad does have future plans for the franchise, but their next game will not be a sequel to Sins. Nothing official at this point, so we're just going on a few developer comments and speculation.
[quote]until the AI terminated the game with a ridiculous mass of forces and with a ridiculously high status.[/quote] Without seeing the replay, I can't comment on what happened. My [i]guess[/i] would be that the AI accumulated a substantial advantage early on, but it deployed this very poorly and it took it over an hour to get its momentum together to make a kill against you. This is another thread of someone who had a similar problem as you: <a href="https://forums.sin