[quote who="David Bowden" reply="142" id="3039838"]1) The fortifier AI strategy seems very weak and exploitable to me - the AI seems to invest virtually all its resources in static turrets and starbases that just get blown away by bombers and structure busting ships - I would like to see some changes to help the fortifier AI. Some thoughts include:[/quote] All of the AIs are very "weak and exploitable" to a multitude of strategies used by a human player. Starbases and bomber spam
Wrath89
[quote who="Kain12309" reply="2" id="3039843"]Also, one more... I read this term on the forums but I'm not sure on its meaning. An "eco slot" or spot, I think. What do they mean by that? I assume it's just where they're lucky and have plenty of neutrals or something?[/quote] I mentioned it in the post above: [quote who="Wrath89" reply="1" id="3039833"]However, if you're lucky enough to spawn between two allies, you're in the "eco slot" and should focus comp
[quote quoting="post"]Still new to MP, so I want some help on basics for playing pvp matches. Got a few questions. (Vasari player here btw) Do I prioritize research in civ or military tech first? I see a lot of people go for trade ports asap, which seems like a good idea, obviously, but where do you start putting into health/armor/weapon techs? Do you build more trade ports than research labs with spare logistics slots?[/quote] It really depends on what sort of game you'
They're usually called "neutral extractors" or "neutrals", just so you know. So if you see a post talking about neutrals, that's what they're referring to.
A potential problem is that you're assuming that brute-force (analyzing all possible movement options, in Go or Sins) would be needed to create a very strong AI. Although I'm not familiar with Go, at least with Sins it's possible to create well-defined strategies that an AI should be able to carry out as well (reasonably easily, in theory at least). If, of course, the AI is moddable enough, which at the moment it is not. And there a
[quote who="Thoumsin" reply="4" id="3039076"]In some way, Rebellion will be "Quadrinity"... you will have sins+ent+dip+reb... no standalone is planned...[/quote] Really? What I heard was that it would just be Rebellion itself, and while incorporating features of the other expansions, wouldn't offer the separate games as playable.
[quote who="The-TEC-Empire" reply="11" id="3037874"]but if they dont get enof resources, they cant do anything. everything for them costs more.[/quote] Vasari do have a great ability to grab neutrals very early and to hold them forever... and in terms of durability and DPS per cost per supply, they aren't that bad - not quite as effective attrition-wise as TEC or Advent, but it's not crippling either. [quote who="The-TEC-Empire" reply="14" id="3039251"]also i j
[quote who="ZombiesRus5" reply="474" id="3039113"]WTH, who gave RiddleKing a karma point!?[/quote] Yeah... :(
Another thing is that the enemy will likely have a good number of Assailants anyway for their main purpose of fighting off (and killing) capital ships... regardless of the Advent fleet composition.
5 scouts is nothing if you also have a fleet capable of taking down an entrenched enemy planet. You should also be making 50+ creds/sec, probably a whole lot more, in a long-ish game, especially in a larger map. That means you have the funds for another scout every 4 seconds. That's nothing. It's an investment well worth its cost if you don't want to be spending 10+ hours sweeping all minefields with just a single scout. Also, if you don't even attempt to use s
Trinity is basically a fancy word for Diplomacy. It was a dumb naming decision IMO because it just confuses people (like you). The "trinity" is to emphasize the fact that you have all 3 parts: Sins, Entrenchment, and Diplomacy. ...but if you have Diplomacy that means you must have Entrenchment, and the original Sins... so there isn't much point to the name other than another name to advertise.
What culture does is it provides a small boost to tax and extractor income at all planets under the influence of friendly culture. It also can cause enemy planets to turn neutral (the enemy loses ownership of the planet) if your culture is allowed to influence their planet for a long period of time. (But it's extremely easy to defend against culture. One culture station and/or a capital ship is probably sufficient) That's all. Oh, and it can also provide some small combat bonu
Culture is almost never a game-winning mechanic, even against the AI... and Advent doesn't really have that much of a cultural advantage over the other factions. 95% of the time the winner of a game is determined by who has the bigger fleet (or starbase). If you're having trouble killing the Easy AI, try this. Play as TEC in a 1v1 random small against an Easy Researcher AI, with Pirates off and Quick Start on. Queue an Akkan as your free capital ship, build 2 military
Regarding the "Vasari Tomb" map: if you want to give the Vasari player a chance against a skilled opponent on the other end of the map, I highly recommend adding 2 or 3 Phase Jump Inhibitors to each of the pirate bases. I'm not sure if that'll solve possible exploiting but it's a start. The non-Vasari players are meant to fight through the pirate bases one by one, killing the pirate frigates, right? (requiring a ton of firepower and durability)
[quote who="kbetol" reply="7" id="3037973"]I play on insane I will tell you bull crap 1 game will take me 2-3 days to complete that means taking over every single planet in the large 5 star systems thats like 144 planets or something. Those basturds build cannons like its nothing my planets are constantly getting hit in diplomacy more then once I have to rush to take the dam planets which are protected by starbases and fleets and hordes of mines do you know how long it takes to clear 150 mine
[quote who="RiddleKing" reply="15" id="3037737"]Guardians need too many variables to be effective: Shield regeneration, Vertgio and steal/transfer anti-matter from disciples. Hoshikos need nothing to be effective. They just pawn while being the most offensive repair cruiser in the game. Nothing gets better than these babies. As an advent player your job is to force your enemy into using light frigates and heavy cruisers by using the most effective early game unit
Lol. Ok! :)
Try closing your other programs in the background, especially your web browsers (ESPECIALLY if one of them is on a site using Flash). At least on my machine I've found that to increase my performance significantly. Steam also occasionally has a tendency to spike to 100% CPU for minutes/hours on end, especially if it's stuck in a bug caused by who-knows-what, so that's something else to consider. Active antivirus and other general running programs could be causing an issue
The devs already have tons of creative ideas/requests pouring out their ears... if anything, they need coding help rather than more suggestions. Not that your suggestions wouldn't be interesting, but...
Does it crash when you're in fullscreen mode and when you're in windowed mode?
Check the post dates before posting. This thread is old.
Check the post dates before posting. This thread is old.
And since AIs only start building superweapons like an hour+ into the game, you shouldn't have any problem getting starbases up on your worlds by then.
The Sins menu is weird. Even with all effects off and even with the 3d galaxy backdrop turned off, it still frequently uses almost all of my CPU just to display the text and buttons. If you want to determine performance via FPS you might get a more accurate reading from seeing how things are ingame, rather than on the menu. I'm not entirely sure about this, but the Aero explorer interface may be taking a little bit of system resources (but it shouldn't be significant e
[quote who="Darvin3" reply="20" id="3036832"]Reducing LRF effectiveness versus capital ships is long overdue. Particularly in the case of LRM in the early-game and Assailants in the late-game, they just torch capital ships way too quickly to be countered effectively. This leaves many capital ships non-viable simply because they die too quickly.[/quote] I see this issue as a combination of two things: Phase Missiles are much more effective against large targets than they sh