[quote who="BrikLeader" reply="4" id="2055190"] Quoting 303336, reply 3 I found that online play against strangers is all about either to win with speed and efficiency, or learning how to win like that. Such style IMO actually cuts away many ways you can play and enjoy the game. Through comparing different games that have a variety of sides/races/classes to choose from, I found that the way to WIN calls for but a select few of those classes/sides, and sti
Tom Porter
[quote who="mbaron888" reply="11" id="2056458"]The other snag is that it is a percentage of total income. I had my AI boxed into 2 worlds on a quickstrike map. They were still able to fleet up to about 800 or so fleet points. How the heck can they afford to build a fleet that massive on a 2 world budget I wondered. Well fleet upkeep is only a percentage of the total budget not a budget based on actual percentage of unit costs. I just don't think a 2 world faction should be able to build
[quote who="-=XX=-Nephilim" reply="20" id="2056319"] No offence man but I am truly SICK of this kind of politically correct posts... NO ONE is asking of Sins to be "fast paced" online game - NO ONE! But some, including myself, would like to be able to complete single MP game within "normal" time frame which is cca 45 minutes for a single round (and not 20 - 30 as you said)... Not everyone who likes the game and wishes to play online has 3 hours + to spare
[quote who="DauntlessAnsible" reply="6" id="2056243"] Quoting Uranium - 235, reply 2 Given that the latest Entrenchment patch eliminated nearly all stuttering and late-game slowdowns, and was tied to memory useage, I'm going to submit that the slowdowns in your case aren't because of the CPU bottleneck, but insufficient RAM. if this is the case, then i will wait around for Entrenchment to show up since I dont use the beta. as
[quote]Hmm, I really should get the up to date files at work.. but I don't think the battery changed so these are probably still accurate: Level 1: 750 hull, 120 shields, 3 armor 143 damage/shot and 11 second cooldown so 13 DPS Level 2: 1000 hull, 140 shields, 4 armor 171 damage/shot and 9.9 second cooldown so 17 DPS (rounded) Level 3: 1250 hull, 160 shields, 5 armor 200.2 damage/shot and 8.8 se
[quote who="MadBoris" reply="13" id="2055436"] I have the same complaint with racing games, the cars stay on the road way too long and don't fly into space nearly enough. [/quote] ROFLMAF!!! [quote who="Agent of Kharma" reply="14" id="2055452"]Personally, I hate fast game speeds, which is all anyone wants to play online. Fast speeds are for people who want to play the game like an arcade game, not a strategy game. How on earth are you supposed to think or
Ok…I have to say that I’m not disappointed with the speed. I would imagine that all of you have moved the speed settings to their highest and some are still disappointed. There is a period at the beginning where most of the exploring and early research and expansion are occurring and the pace is slow enough that one has plenty of time
thanks for the info
I understand your point and use to feel the same way. We have many examples today and in history where large ships just can’t stand up to missile frigates and strike aircraft. So what I see in the game is a logical extension of what we see around us today. <
[quote who="Annatar11" reply="1" id="2055274"] There are people that would hang you for this because they want the AI to stay and fight no matter what The way it works is the AI analyzes your fleet vs their fleet + modifiers (defenses, how important to them the planet is, etc) as a behind-the-scenes gauge on their chances. If the difference grows large enough, they retreat. Because so many people were complaining that they AI retreats too much, IC has been bumping up the allowable differ
I’m seeing some behavior that I don’t understand. For example, a colonizing ship leaving a system uses AM, if there isn’t sufficient AM then the ship must wait to colonize the planet. However if the AM pool for the ship is near zero (such as after colonizing t
With the save and pause capability (outstanding as this is the only MP game I know of that supports this) one can always save the game and resume on the next opportunity. I play lots of "comp stomp" type games with my friends and I usually have multiple games in progress on any given day, for example, last night I finished two of them.
Is there a way to see all of the info cards for all of the units within the game? If not, how do the stats change in this case?
You're correct that if all you have are gun platforms and repair platforms then yes a siege frigate rush is possible...if you deploy 1-3 hanger bays with fighters (requires knowing opponent composition) the unescorted frigates will get eaten. I'm not saying that the planet can be completely defended by local forces...a sufficently sized fleet will take any local defense scheme down...a balanced defense though will buy you time to get a rescue fleet there, unless you're horribly out of
not sure balance is the right term. All three races can deploy effective carrier fleets (not read with equal ease)...I pretty much do the same thing, a couple of capitals, carriers, and repair and depending on the opposition the lr grigates may not be needed. Kodiaks are quick easy prey for bombers (as with all heavy cruisers) so I don't like them, as for speed there is a tech upgrade that's addresses the speed and acceleration for kodiaks. The issue with lr frigates is that they're
Annatar11 thanks for the info on the user.setting file...I'll give it a try. I host most of our games through ICO and do my best to save more frequently to minimize the replay time caused by the relatively frequent disconnects. So we all quit the game and reload from the latest save.
Players are too easily disconnected from ICO requiring the game to be restarted from the last auto-save. I posting this here as well as the improvements list in hopes that some easy changes might be implemented. Save Frequency – give control over the frequency the game is auto-saved. The default is 15 minutes; I’d like to be able to set the timing and number of auto-saves to keep before recycling. I don't mind restarting so much...I do mind having to replay the same
There is an additional issue I've seen, which is that even when out numbered (e.g. 4 Sova vs 1 Kortul) the ai will not run with his capital ship, instead he stays and fights until the ship is los and then the surviving frigates run.
Players are too easily disconnected requiring the game to be restarted from the last auto-save. I would like to see the following: Save Frequency –
I like them When I use a frigate approach I use them to harass my opponents...if I want to do a capital ship approach then I do like above I bid just enough to make my opponent spend money and let the cap ships expience up. Does require a longer game, though.
I do have to say it seems quite bizarre that without research we have access to the largest ships, yet access to any medium cruiser requires research. Maybe research should be focused on internal systems and hull sizes. Then as those are completed the appropriate combinations become available. My 2 cents worth.
I agree with the decision to release the game and concentrate on the skimish and multiplayer modes. It's important to get the basics right...the campaign will follow...especially since there is so much talk about it I wouldn't be surprised to see it as part of an expansion. I'm like some of the others...I don't really care about the campaign...I make my own story by playing the game. Tom
Debug Message: Version v1.1 BETA 4B last updated on: Thu Apr 20 15:53:54 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 4/24/2006, 06:30:55 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: TDT2 Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519) Languages: English (Reg