"A new Empire" Scenario map for the beta 1 vs. 1

a map to make the AI better

Thanks to the change to the custom galaxy setting, we can now load custom scenario maps, like the ones which are used for the tutorials. Sadly scripting doesn't seem to work, but you can still make a map which gives you a different experience as the normal game.

I've made a small one versus one map with about 30 planets, 2 stars which is biased for the AI. The AI should be a considerable stronger enemy in this map since it has numerous starting bonuses and more planets at the beginning than the player.

Pirates on this map are also considerable stronger so you'll need to build quite a fleet to clear certain planets from pirates.

Unfortunately it isn't possible to force a starting location for the human player (it's random), so you may be in place of the AI empire instead. When you start the game you should only have one planet, an assorted fleets of frigates and cruisers, a capital shipyard and frigate shipyard and some other buildings, but no capitals. You get your first capital for free like usual, but you need some more fleet supports first (you'll be in the red with your starting fleet).

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Install instructions:
Download the map (it's called A-New-Empire.galaxy) and put it in the galaxy folder in your sins of a solar empire folder (C:\Games\Stardock\Sins of a Solar Empire\Galaxy for example).

Then start sins and when creating a new game, choose custom map, click on the wrench and select the map. On the right you'll see a bit of a back ground story for this map.

I suggest playing with marauders off and against a strong AI to maximize your fun.

Download link.

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Issues:
-you sometimes start in the AIs place, making it too easy since the map is biased against the player, just restart the map if this happens
-I don't know how to make phaselanes to stars, so you can't reach them
-the settings for increased planetary structure don't work, so you'll start in the red with the fleet points unfortunately


PS. Don't try to rush pirate owned planets. Scout first or you could easily loose your starting fleet.
17,448 views 17 replies
Reply #1 Top
So I've played my map two times. First time I've rushed and won against a medium AI.

The second time I took my time against a hard AI and promptly lost.

The pirates seems to have captured some capital ships.


The pirate capital planet is decently defended.


Fighting the scum of the universe.


Ah, they're everywhere!


A two pronged attack...


... with a nice fleet...


... and another nice fleet with...


... quite a lot of carriers.

Sadly I'm yellow and the AI is blue. So, yeah, I lost the fight.

And I was out researched.


Even though I fought much better...


The AI had the resources to make up for it.


So, perhaps it's better to play against a medium AI in this map. I perhaps gave it a bit too much bonus.
Reply #2 Top
can u make some others this was well good
Reply #3 Top
Yeah, that looked sweet. I'll try it tonight after work.
Reply #4 Top
Yeah, that looked sweet. I'll try it tonight after work.


So, how was it?

I'm a very inexperienced mapper, so I dunno what is good and what not.

can u make some others this was well good


Thx.

But I would need to know to make phaselanes from planets to stars first. (Kryo, Yarlen, does someone of you guys know? )

And besides that, it doesn't really look like a lot of people are interested (which is ok, of course) so I dunno if I should do more.
Reply #5 Top
planetIndexB -1 connects to a star.
Reply #6 Top
planetIndexB -1 connects to a star.


Thx a lot.

I thought that I tried that and it crashed. But it could be that it was because of something else. So I'll try again.
Reply #7 Top
Not a bad attempt there from what i see so far. Also this is the 1st custom map i've seen for Sins which proves custom maps can be done. Ill check the map out later. Of course do more maps if this is what you want to do We can never have enough mappers in a community.
Reply #8 Top
*waits for someone to make an all-connected map*
Reply #9 Top

*waits for someone to make an all-connected map*



Reply #10 Top
Just played the map. Very nicely done All the pirates make for a very VERY long game (i played with marauders on).
Reply #11 Top
yes its very long and the Ai becomes verry good fast. If you can make a 2v2 map that would be great say 2 stars 4 players 2 allyed players on each of the 2
Reply #12 Top
I finally played this map on hard and didn't lose...of course, I didn't win either.

The AI had way more resources than me and so I eventually reached a point in the phase lane 'daisy chain' where I could progress no further.

However, the AI wasn't able to beat me either. My defenses + fleet beat him back 'easily' every time.

The game was a stalemate as neither of us could beat down the other. I really hope we don't see too many stalemates in multiplayer.
Reply #13 Top
Human strategy's will be nothing like the AI. I think when we start seeing replays of MP battles we will see some very interesting fights.

The only way a Sins AI can beat you right now is if it hits you with overwhelming numbers. That is a rarity in itself right now. The AI still does its light carrier spammage. Nothing a horde of flaks cant fix.
Reply #14 Top
Correction, I did beat the AI in the game I posted about above. I went back to my save game and won by coordinating attacks/defenses against the AI.

My situation was that I had two phase lane connections to the AI's Empire. They were situated quite a ways from each other. I noticed that when ever I made a move against one, the AI drained the other point for reinforcements. Of course, it took minutes for the AI to jump its fleet all the way to the grav well I was attacking. I figured that the grav well that was drained of ships must be pretty lightly defended.

So, what I did was position my major force at one phase lane connection, and positioned a distraction force at the other. I then launched my light force (consisted of a lot of flak frigates with a couple of high level KOLs, a Dunov and an Arkan) against the AI. The AI, as usual, had a ton of light carriers. My flak frigates help off the strikecraft (with the Arkan giving them a boost to their accuracy), while the cap ships held off the horde of frigates and cap ships. The Dunov was the hero of the minute with its shield restore.

Anyway, the AI moved all its ships out of the other grav well in order to reinforce the first. I waited a few minutes for the ships to reach the halfway point, and then launched my real attack (several Sovas, a Dunov, an Arkan, 70 light carriers, flak frigates, Kodiaks) against the reduced defenses of the second grav well. While doing this, I commanded the remains of my decoy attack group to retreat (lost some flak frigates doing so, but all my cap ships got away thanks to the Dunov). I easily wiped the AI out in the second grav well.

Later on, I also found that when ever the AI would launch a huge attack, I could just send a weak attack against its other phase lane connection and it would retreat. Even when it had me on the ropes, if I attacked the other side of its Empire with a wimpy force, the AI would retreat before finishing me off.

The AI really needs to learn to finish the job it started instead of running. It also loses a ton of ships when it suddenly decides to retreat for no good reason.
Reply #15 Top
My situation was that I had two phase lane connections to the AI's Empire. They were situated quite a ways from each other. I noticed that when ever I made a move against one, the AI drained the other point for reinforcements. Of course, it took minutes for the AI to jump its fleet all the way to the grav well I was attacking. I figured that the grav well that was drained of ships must be pretty lightly defended.


That's why I've made two connections across the gap.

But yeah, sadly the AI has some major flaws in it's defend and attack routine. That's why I've stopped building more then 5 gauss cannons as defenses and don't use repair stations anymore. It's too cheap against the AI).

Also counterattacking makes the AI retreat always, so it's also a cheap tactic.

I hope Beta 3 brings some much needed improvements to that part.

Correction, I did beat the AI in the game I posted about above. I went back to my save game and won by coordinating attacks/defenses against the AI.


But at least the AI forced you to utilize some advanced tactics. Goal reached.
Reply #16 Top
I wish my game didnt crash but i had a glorious battle vs a numerically superior AI that to my surprise didnt retreat!

1st the AI attacked dune with its usual light carrier spam. I left dune virtually undefended, because This is what i wanted the AI to do. I had my main fleet on standby at the capitol. It consisted of mostly flaks (about 25 of em). 2 Kols 2 Dunov's 2 akkans 2 sova's with a mix of colbalts, light carriers, and robotics ships. I didnt bother with the missile boats because they die way too quickly vs bombers. The AI hit dune with 30 light carriers a marza, and an akkan with a mixed bag of frigs. I jumped in my fleet, and left them on hold position. From there it became a turkey shoot for the flaks, and i waited for the rest of the ships to come into weapons range.. After the cap ships were bar-b-que'd, Blammo! game over for the AI's light carriers.

That was only the 1st part of the battle. I scouted "the booty place" and saw the AIs main battle fleet positioned to jump to dune. That fleet had at least 3 sova's a couple dunov's 2 akkan's, 2 kol's, and a marza. it had about 20 flaks, and 20-30ish count each of the rest of the frig lineup with LOTS of robotics cruisers. I saw it was building back up the light carrier spammage so i did a pre-emtive strike before it had enough carriers to overwhelm with strike craft. I expected the AI to retreat when i jumped in, but it stood its ground and fought. I took out the Sova's 1st losing an akkan in the battle. The fighters were pretty much even on both sides being as we both had flaks. I lost my marza just before the AI's 2nd kol blew up. I didnt keep track of the frigate losses, and I was about to lose a Kol when the game decided to locked up It looked like i was going to lose that fight The AI was jumping in lots of re-enforcements just before the freeze. One of the best battles i had in the game so far.
Reply #17 Top
In the future, you would be better off taking over Dune straight from the start. Then set up a line of turrets, flak frigates and repair facilities close to the jump point to your capital.

Next, if you can do it, take over the Booty Place and fortify it. It is a pretty important phase lane junction.

Then start to back track with a planet capturing force, taking over one planet after the other. Try to capture and build up defenses along the other main phase lane as well. Keep in mind you will have to deal with pirate raids, so build some turrets around whichever planet you leave as last in your merry colonizing dash around your 'backyard'.

When the AI tries to attack one of your phase lane 'strongholds', launch an attack at the other end. This usually forces the AI to retreat from their invasion in an attempt to reinforce the attacked zone. Try to do as much damage as possible when the AI flees.

IF you can hold the AI AND capture all the planets in your 'backyard', you'll be close enough in terms of power to start making decoy attacks on the AI. When it sends all its ships to reinforce against the 'fake' attack, attack the other end with your real invasion force. Wackiness and madness follow.