Turchany

Turchany

Joined Member # 3523654
0 Posts 250 Replies 863 Reputation

[quote who="DesConnor" reply="3" id="3372421"]A disappointing aspect of the game was the failure of my AI Vasari opponent to build any starbases at all, let alone use them offensively.[/quote] yes this is a huge problem, but enemy AI will surely build one [e digicons]X([/e] and it is funny when TEC or Advent tries to put a starbase under the nose of my main fleet, so they do use them offensively, but not Vasari :D i have failed every game so far where my ally was Vasari, the other 2

25 Replies 47,235 Views

[quote who="Timmaigh" reply="22" id="3372370"]If you read the OP, the complaint was about AI firing its superweapons, when he is just on tech level 4. Again, that has fuck all to do with AI being smart, it is down to AI having money to burn and being programmed to go for superweapons. Thats why it can field them so soon. [/quote] Hard AI and the OP at level4.... You should understand he was too slow to develop. By the time Hard TL gets a superweapon it is well into the

40 Replies 283,458 Views

[quote who="CyberCheese" reply="18" id="3372174"]If the difference between normal and hard, and hard and unfair, is too great, then it can be pretty difficult to follow these instructions.[/quote] It can be true, not everyone reads instructions, and strategy tips, and they can find difference between normal and hard, or hard and unfair too big. When I first decided to go against Unfair I had no chance, but hard was easy for me and wasn't a challenge (and I don't

40 Replies 283,458 Views

[quote]How do the Titans and corvettes influence gameplay? How is game balance between the factions? Was there an influx of new multiplayer talent from the Steam release? What happened with multiplayer, is it still all 5v5s, or are there more smaller games than there used to be? [/quote] Titans are good addition to middle and late game, and there were some nice balancings too, though Tec Loyalist titan is still inferior, and Vasari ones are still better than the others.

25 Replies 47,235 Views

[quote who="ARESIV" reply="14" id="3372043"]Seriously... if you are brand new to a game you never played before.... you choose easy as an AI..... so that you can learn without being steamrolled within minutes.[/quote] QFT, everyone starts on lowest level AI if they are completely new to a game.. It is logical.......

40 Replies 283,458 Views

[quote who="ARESIV" reply="19" id="3372024"]It also seems to make more use of defensive structures, especially Starbases, which it does rebuild rather quickly when destroyed.[/quote] False in one case. If your AI ALLY is Vasari prepare for a defeat. Vasari AI if it's your ally never builds a starbase and it is disappointing to lose 2v2 because of this. Talking about hard and unfair. Though seen this only in few

24 Replies 23,224 Views

[quote who="ZombiesRus5" reply="40" id="3371996"]I've noticed this in game with Reanimation. Before it's researched a reanimated ship will pop into and out of existence. This is happening because the chance to clone base value is 5%- but the duration base value is 0.[/quote] this existed before the 1.5 sometimes I noticed something similar, though very rare

82 Replies 299,088 Views

[quote who="Vash_AMR" reply="12" id="3371944"]It will not be able to stop cultere on a close galaxy maybe. I no see dificult with the culture when i play.[/quote] If an Advent starts to push culture from a socialized terran that has 100% extra for culture output, and you have no similar planets nearby (to produce enough culture), your territory will be saturated in enemy colour even if you have broadcast centers. And it is on medium maps, I guess worse on small maps, an

16 Replies 17,934 Views

[quote who="Vash_AMR" reply="10" id="3371939"] I no see the problem. Tec have nice trade port, and it have research to have a fast frigate construction... so... industrial is OP for TEC?, You will choose planet specialization depending the faction (advent, tech, vasari). so, with the advent bags easier the culture center, with the TEC have trade port easy, and vasari growth rate easy (tier 2) <br

16 Replies 17,934 Views

[quote who="xuancong" reply="472" id="3371933"]multi-threading support.[/quote] it requires a whole new game to be multi-thread supporting, and 64 bit, and you guess right, they do not want to completely remake Sins... It would be better to do it in the sequel if it is ever started to be developed. Solution is not playing on uber super large multi maps with 10 empires on large fleets setting...

473 Replies 1,013,574 Views

[quote who="Vash_AMR" reply="8" id="3371923"]AND DONT CRY ABOUT "advent buff"[/quote] I don't see anyone crying here. You understand racial strengths and weaknesses good as it seems from your comment (irony)... Let me help you out: Advent has the worst economy, so increasing possibilities for all races with the same amount means biggest help for Advent Advent relies more on population and culture because of their trade problems

16 Replies 17,934 Views

[quote who="Timmaigh" reply="11" id="3371874"]decrease it perhaps to 1,7x or so and see how it goes.[/quote] yes, it would be good, the difference between AI difficulty levels is too high, not fitting player skill development, it's like hey, I can easily beat normal AI, now let's try against a one that has 2x more income than normal, or 4x... players can only develop time after time, and not huge jumps like I am twice better than I was yesterday..

40 Replies 283,458 Views

[quote who="bignick277" reply="9" id="3371853"]Always start every game with at least 3 scouts.[/quote] OK, lol, thats fine, but you know they die in 10 minutes or so. You need to periodically build them back, like 10 minutes time, and send them to see how's your enemy doing :) TEC scouts can plant long time sensors and thats awesome, Advent revelation capital ship can see planets (though the ship is terrible, weak attack weak abilities), Vasari, well, they suck in e

40 Replies 283,458 Views

[quote who="bignick277" reply="3" id="3371847"]I think the Vasari Rebels want to settle[/quote] No.. it seems to me that at the end of the intro they are leaving with their new allies.. But I think it will turn out that no faction could leave before the enemy arrived, maybe the nemesis put up some jump inhibitors (these are alien tech, not from the 3 original races) so noone can leave and they are forced to fight, so Sins 2 will not lose many factions.. [e digicons]:|[/

4 Replies 8,589 Views

[quote who="bignick277" reply="7" id="3371849"]It was normal I was teaching on... With normal mode, it's not the early game that's the problem, it's the mid to late game that's the problem. You literally go from quiet, quiet, quiet to holy shit that's a lot of enemies on 3 fronts at once and it never stops from there until either they or you are dead.[/quote] play team game, like 2v2 on random medium (or random medium large to have more space), build

40 Replies 283,458 Views

[quote who="bignick277" reply="4" id="3371836"]I often teach new gamers how to play Sins. I've now been forced to teach new players how to play in Trinity, because Rebellion as it stands right now is just too hard for newcomers to learn the game.[/quote] one question, do you use the advanced tips found on these forums on how to be somewhat effective? if you incorporate some of those tips into gameplay you will get much better, trust me i tried, worked well :) Noone

40 Replies 283,458 Views

[quote]And why is the "hard" AI so HARD?[/quote] Sorry to say, it is not too hard, actually it is easy, you should get used to it, and read some nice tactics, strategies, tips on these forums, and GET BETTER. If you are only on tier 4 when Hard builds superweapons, well it may be a problem, means you are a bit too slow to develop. If you actually use the advanced play strategies you will easily contain hard AI, means don't build 10 capital ships in the beginning (I

40 Replies 283,458 Views

[quote who="DaveBax" reply="14" id="3371641"]I understand much better now. This is only an American problem.[/quote] It was just an example, of course there are problems in other parts of the world, I thought I should make this part short and not entirely focus on it. I did not want to write a long essay on environmental problems as the main topic is lying and truth.

24 Replies 83,421 Views

Lying is not a useless thing, though recently it became a strong habit of everyone, even if you think of girls using tons of make-up and paying for plastic surgeries... Just to alter reality. Isn't this a lie too? And sometimes small lies make you progress in life (though not big ones, that will surely cause trouble sooner or later). Nowadays everything is about lying, politics, economy, school (in our country many students use cheating to get better grades though I hear it is not a habit

24 Replies 83,421 Views

[quote who="-Ue_Carbon" reply="8" id="3371487"]Galaxy Forge solves all this[/quote] most players dont know how to use that program, like me.. I tried but failed and gave up (yes, I wasnt even trying hard, because I did not want to spend hours figuring out what to do and how...), so an inbuilt function to decide who starts where would be good for most players I think..

10 Replies 18,050 Views

Vasari.. Vasari fleet is best with full upgrades and you can sit behind your orkuli to build up well, both Loyalist and Rebel is good for your criteria. Old game, maybe Vasari is still good for this, though you don't have the Orkulus stabase there to protect you... Or Advent (Loyalist in Rebellion) with Iconus Guardians and lots of bombers and illuminators or heavy cruisers and of course your Coronata leading them along with some nice capital ships for synergy.

1 Replies 14,606 Views

[quote who="-Ue_Carbon" reply="5" id="3371403"]I assume the reason its not standard in the game lobby is due to the nature of Random Maps. If you could set positions then it will mess up random maps.[/quote] but many players like random maps, like me, and I hate premade maps, most of them give you 2-3 planets, no chokepoints and immediate conflict... and on random maps starting positions are extremely random. So at least the option to have all tea

10 Replies 18,050 Views

[quote who="Timmaigh" reply="3" id="3371383"]Still it would be nice to have such feature. Not everyone wants to deal with Galaxy Forge, additionally the possibility to choose a starting location is fairly standard in RTS games. So yeah, i fully support this request.[/quote] somewhere i read with this game engine it is not possible. like connecting starting position to your race.. But it would be good too even for singleplayer, so ---> I support this request t

10 Replies 18,050 Views