The one you're on...
Cykur
GalCiv II = Civ style turn based 4X with autoresolving combat based off of customizable ship designs. Single Player, Epic length games with progressive technology tree unlocking many new things to build. Sins of a Solar Empire = RTS / 4X hybrid with streamlined economy. Emphasis on Moderate twitch Tactical combat. Multiplayer for 10 people with most games taking 1-2 hours. Epic length games can be set up, but technology / fleet size tends to max out withi
It is an RTS more in a simulation sense, not in a true RTS sense. This is NOT Starcraft -- no twitch necessary. You can slow down the game and pause it whenever you want. And your ships tend to adhere to their AI design profiles for how to engage and when to run, so while you can tweak some of what they do, sometimes the AI will over-ride you. (A damaged ship will disengage even if you want it to keep attacking.) You just choose where to attack and give fleet lev
[quote]And thanks for the info on Distant Worlds...I'll certainly check it out. Doesn't look like there is a demo though?[/quote] No, there is no demo. I hemmed and hawed for awhile because I wasn't sure if I wanted to pay for it, but I read enough positive stuff to finally make the jump. If you are in no rush, there is an expansion coming out soon. They will probably have a full version packaged with the expansion. Not sure the eta though.
I've been playing around with Distant Worlds a bit and really enjoying it, but it isn't for everybody -- it is part part RTS, part 4X, part economic sim. Wish it was multiplayer. I'm really excited about SOTS 2 next year. I have managed to restrain myself from getting SC2....don't want to spend $60 just to get bored of it.
[quote]This sounds good Cykur, congratulations for devising a better back story and a new style of game. I've always liked the concept of a competitive/cooperative game where there is an overpowered AI empire that may destroy all if left unchecked. How can it be balanced though, doesn't the Sins AI just pick on one of the players? Is it limited to its own sector of space somehow? Will you be organising any test sessions at an agreed time?[/quote] I toyed w
I have uploaded a 1.01 version of the maps. Getting your colony ship out of Terra is a bit more survivable...not much though, I have never had a problem with this in the oh so many tests I've done. You won't be able to save your initial colony base with turrets now. Neutrals have been reduced in Sol system so Vasari do not have as big an advantage. Note, the game is balanced around many players. If you have 3 people playing and one is Vasari, of cours
Based on some playtesting and initial feedback, I have made an enhanced Single Star version of the map.
[quote]Does anyone remember Star Fleet I: the War Begins? It was a BASIC game with simple ASCII graphics, but it rocked back in the day (oh, say, 1985). Maybe Frogboy grew up blasting Krellans and Zaldrons, too.[/quote] Yep, played it back in the day. Here is a link to a remake of the game: http://www.symbioticsoftware.net/starfleet/downloads.htm
I made a dedicated multiplayer rp campaign style map, very geared towards FFA. Check out the thread: https://forums.sinsofasolarempire.com/400218
In the late 23rd century mankind has come to a crossroads. The Earth is overpopulated and her resources are spent. While some look up and outward, most of the population fears change and has embraced a repressive and totalitarian world government. As greater restrictions are imposed, an audacious plan is hatched by several splinter factions on Earth....a plan to: <span style="background-color: #000000; color: #ff0000; font-family: book antiqua,
A Marza using Missile Barrage, if you can pull it off. Otherwise, what Darvin said.....
Unfortunately I've cleaned out my replays not long ago when I reinstalled, so I don't have any where I can show you me rolling with TEC against skilled players in a 1v1. To be honest, when I post replays, almost no one downloads or watches them. In the old days, 20-30 people might check out one of my replays, but the last one I posted I think 2-3 people downloaded it.
I am guessing the levels on the Advent ships were higher than level 4.
Race imbalance is a lot more acceptable with more than three races. For just three races, everyone has to have viable options. TEC vs Advent & TEC vs Vasari are ok matches, but Advent vs Vasari, Advent is pretty hosed.
Yeah, I agree DesConnor, balance is very situational to the type of game being played. I would say TEC are actually surprisingly strong in 1v1 in the early and mid phase of the game. They tend to suffer late game when they haven't secured a proper economic advantage.
Disagree.....the problem was the Disciples / Scouts. Of Course Advent can add whatever to the mix later. Scouts kill Assailants Disciples kill Flak & Carriers Of course if the Vasari went all Skirmisher then Advent went Illum, but wasn't needed. Old Skirmishers would fold vs equal cost/supply of Disciples & Scouts. There just had to be enough Scouts to make Assailants useless. If Vasari went for Enforcers, Advent had time to get Rep
Also, pure ffa diplomacy games usually take forever unless one team gangs up on everyone else. I hate FFA because most of the time there is a ton of buildup and smalll skirmishes, then everyone quits. I spent two hours feeling like I didn't do anything. Huge waste of time. If you have unlocked teams, I suspect weird stuff like this will also happen. The flip side is it can be one sided with one mega team steamrolling everyone with no chance to lose.
I played a fair amount of 1v1. Vasari was a lame duck a couple patches ago, all theorycraft aside. Not only could I not beat people, but I couldn't see HOW to beat people in a 1v1, unless of course I seriously outskilled them. The equivalent Advent & TEC fleets using scouts as support ate the Vasari fleet alive. Why do you think everyone did it? Only the Vasari starbases could hold out. Why is this so hard to believe?
part of the problem is when people drop, rage quit, crash, the AI is not real trustworthy and tends to break pacts.
Yeah, I must have been noobing it those several times I couldn't figure out how to deal with the mass of 80 seekers 50 disciples and other stuff. Like I said, build a starbase, get boxed in, don't build a starbase, there were always enough seekers around to make you never build assailants. No Assailants means Disciples are dangerous to your carriers and flak. Equal skill then = Vasari lose, either fast or slow. Team games were different, someone could be a buffer and V
It WAS virtually unbeatable if you played Vasari in a 1v1. Having to build a starbase is not much of a strategy. A good player won't let you build it in their HW, and if you build it somewhere else, you just get boxed in....
Just pick one side or the other, jump in and fly out of the starbases range. Use your fleet to guard your Ogrovs, and then blow up the starbase from long range. You might lose a few little ships, but that is why they invented post mortem military commendations and promotions.
The old Starfleet Command starship simulators had a persistent universe mode that worked kind of like that....players would contest different sectors and destroy things like starbases or enemy patrols, sometimes fighting with each other. Based on player actions, hexes would eventually flip to their empire. They would also build up command and reputation from successful missions to get access to bigger and better starships. With current technology, the whole process could be