Heh...my first thought here is, "Where is mom bear?!" I've encountered black bears while hiking, and they usually avoid or ignore people, but I wouldn't go near cubs. Cool pictures though.
Cykur
I don't think it has been updated for the latest patch yet, but a good one to keep an eye on is Dolynick's Stargate Races mod. The three stargate races he has implemented so far have very unique playstyles. https://forums.sinsofasolarempire.com/314779
[quote]I don't have my notes in front of me but I thought the Enforcer change was on the previous update.[/quote] Time to start beating employees! I hear it works for EA. Seriously though, the Enforcer needed it.
I also really enjoyed BOTF ages ago. I checked out Supremacy a year ago and it looked very promising. Good to hear he is still chipping away at it.
All games are simulations and most require some sort of strategy, but we create more specific classifications to group similiar games. I tend to think of Simulations as more open ended where a big part of the enjoyment in the game is just watching how the pieces interact and behave. Sims is definately a simulation...there is a reason it is named such. Strategy tends to be more goal oriented, more about defeating an enemy. Sins is a type of RTS. There are definate
Did they can it already? I played it for a couple days in beta and was also very unimpressed. I have no clue what they were thinking -- they marketed the game as an MMO, but it played much more like a standalone game, and not a very good one at that. I wouldn't have played it for free, much less pay for it.
The thing people have to remember is Civ IV combat is not tactical, it is high level general combat between armies. If you use the units in the way they are intended, you almost never lose. If you have tanks you also have artillery that can soften up an entrenched position. If you come across some elite medieval units that are entrenched in a fort on a hill across a river, just soften them up with a couple artillery attacks first, and you will roll right over them. I t
[quote]Randomness may or may not be good, but it was ludicrous when macemen and longbowmen would destroy my stack of tanks in civ...[/quote] I remember stuff like this more from Civ I than from Civ IV. I have a fond memory from Civ I where my Battleship was cruising along a coast and I spotted a Phalanx on a hill. I attacked the Phalanx and my Battleship sunk. You can still have some improbable victories in Civ IV, but nothing like earlier versions of
[quote]The Vasari balance vs LRF hasn't changed. Um...a counter unit has had its damage nerfed - I call that change in balance. The Vasari balance vs LRF hasn't changed. Navigators are bad because of the cost, not because they are weaker -- they use the same ratio when fighting LRF. If they have an even harder time of killing things, it gives the lrf that they otherwise would have killed more time to do more damage and thus kill more scouts than they otherwise would have, t
[quote]Illums just so happen to have a triple-whammy in their favour. They are the most powerful class of unit in the game, they are the most powerful of their class, and they have a bug that causes them to deal additional damage.[/quote] And to add insult to injury, they belong to the race that has the most effective counters to the natural enemies of the Illuminator. (Halcyon TK Push vs fighters & Repulse vs HC).
[quote]M'kay, tell me how bombers and lf are an effective way to deal with lrm spam, especially when your acceptable counter unit (your weak and costly counter unit, might I add) just got nerfed.[/quote] You are trying to draw a relationship where one doesn't exist to support your whine. I pointed out Vasari got buffs in other areas. The Vasari balance vs LRF hasn't changed. Navigators are bad because of the cost, not because they are weaker -- they use the same rati
The only really hard LRF to counter was the Illuminator because it does so much damage, is protected from fighters by Halcyons, and is protected from HC's by Repulse. But Illuminators are getting their damage bug fixed, so they should be more in line now. They will probably still be formidable when massed, but not quite as ridiculous as they are now. From my experiences, scouts eat up LRM & Assailants. Being dirt cheap, people are still going to be able to
As people point out, scouts can still be used to fight LRF, just not at the same cost efficiency as before. Scouts are currently very cost efficient for the amount of firepower / health they have -- seekers especially. The 15-20% firepower nerf just means you have to make 20% more scouts. I don't feel like crunching the numbers but I suspect unsupported LRF spam will still be easily overwhelmed by scout spam.
In Time
[quote]@ Top Vasari: I think the main problem is not what they didn't do, but what they did, which actually seems rather insensible. I mean, where did the idea to nerf ALL the scouts' damage come from? The consensus in the patch changes thread seems to be for no nerf at all, and just a seeker specific HP/Shields/Armour nerf, so where they got the crazy idea to nerf the Jikara/Arcova damage from I shall never know. [/quote] Maybe from my posted replays of
Good patch! Scouts will still be usable to fight LRM in an emergency, but are not quite as attractive as they were before. The Luminator fix was long due, and Skirmishers almost look like they are worth building.
[quote]You know, I actually changed my mind on the scout issue after months of play. Originally I liked the scouts because I hated 100% lrm spam, and even worse I hated the prospect of having to fight lrm with lrm. But what I learned is, scouts kill any incentive to tech up. That's bad. It's bad when entire games are played with nothing but scout/disciple spams. I actually hope less for a rebalance to the scout, and more for a nerf to it.[/quote] This is what I have been saying f
[quote]My main SB at strategic choke got alpha struck the other day in 1v1 vs. tec. It was a good game. I had subverters and other toys You back and playing now?[/quote] No, I log in every couple weeks to check the forums.
Bombers should NOT be more effective at killing LRF. I have already noticed a late game trend where fighters stop getting built because massed bombers can alpha strike large targets before fighters can counter them. While I don't expect this to change, there has to be some incentive to make fighters.
Just to comment for the original poster, this is probably not the best balance the game has seen between the races. If you play on relatively small or crowded maps you shouldn't expect to see all the ships get used. An online player is not going to invest in more advanced ships if he can spend the cash for a few extra scouts to get the decisive victory on you before you are even up and running. The best way to have a game with more ships and strategies is to play on a map wh
[quote]Scouts have changed as well (along which much more).[/quote] O Ya [e digicons]:D[/e]
They have a resource bonus specifically because a human player can kill them with endless waves of one ship type. We resolve this problem by adding more Unfair AI's and locking them on the same team.
I got it to run in VMWare one time, just for kicks, but it is pretty painful to run.....I find it is better to just use bootcamp for game speed...emulators struggle with the graphics rendering. Maybe you have had a better experience with Parallels.
[quote]Selective reading can be fun, but it tends to leave something out. This thread isn't titled "Do Vasari fall prey to disciple/scout spam", it is titled "Is Vasari Underpowered and is it time to reduce the nerf on RA?" Make an adult like response and I'll be happy to have a discussion with you on why I feel Vasari is underrated. [/quote] Pot calling kettle. You typed up a lovely Vasari strategy guide, but seem to agree where the problem lies. (cough EARLY GAME cough