Sorry if this is discussed in the nearly 900-post long next-patch thread. I read slow, and this is probably stuff for later patches anyway. Ok, the AI has a few basic flaws that really hurt, IMO. (boring "credential" stuff follows,
SmellyTerror
Am I on ignore? You don't kill the whole population, just the folk working directly for the controlling empire, and they're probably just buggering off (note that pop goes to zero very quickly, with infrastructure taking ages - and the population comes back quite quickly from zero when the bombing stops). You capture a planet with a "native" population that simply isn't shown since they're presumably unarmed and irrelevant - read the Vasari civ techs. Their upgrades let them oppress a
Bob, he's saying the game is too hard. That's not generally thought of a boring, just frustrating. Bad, yes, but not boring. If anything, a hard game is something that'll keep you interested longer than an easy game. Easy games are boring. So no, whether the game is boring or not is completely unrelated to this thread.
Thanks, Bob, for a comment completely unrelated to anything in the entire thread...
Again, please note that not even the Vasari kill all the population. Read their civ techs - they need something to oppress. It could use tidying up - some descriptions are not quite lined up - but I don't really have a problem with thinking of "colonising" as "invading" (and it would all make a lot more sense if that's what it was called in-game). When you bombard you only destroy the controlling empire's critical infrastructure. In fact, I think of the population loss largely as peopl
But... wait. So you keep losing, and you complain that every game goes the same? Maybe.. Oh, I dunno, [I]try doing something different[/I]? :p Losing is god's way of saying "do it different next time". Now you're talking about being disappointed with the comparison to MOO2, but the only thing you've mentioned that you don't like about Sins is losing. Don't you lose MOO2? Sounds boring to me... Tips for fighting the AI: The AI sucks against defences, especially pirates
Yeah, capital ships, for their popcap cost, have much less firepower than the equivalent popcap of frigates. Capital ships are for their abilities, not their firepower, and those abilities generally need a supporting fleet to be of much use anyway. Capital ships are meant to anchor and support a fleet, not to BE a fleet. Also, remember that Vasari ships cost, in general, almost twice what Advent ships do, and are almost twice as good. All things being equal, you should have twice as man
+1 for confusion over the aoe missiles. I've manually triggered them and had them work in small fights - at least, there are beams coming off the target - but they don't seem to do much of anything in big fights, which is where you'd think they'd excel. Even spamming the ability manually - since it doesn't seem to work on autocast more than once a minutes - it didn't seem to be doing anything at all...
Wait wait wait. I don't think we're all on the same page here. [B]You aren't wiping out the whole population.[/B] Virtually all the people in this game are TEC humans, but simply aren't included in any stats anywhere. Read the planetary population research, especially for Vasari (who develop better ways to oppress and control more native population). Sure, they drop some number of their own to control the planet, but the bulk of the population are occupied people. Similarly, the Advent
Good question. Dunno. You can assign them to control groups. Apologies if you already know this, but: select the fleet, hit crtl-#. Then # selects the fleet. Problem being you need to re-assign this to the number each time you add units to the fleet. "#" being a number, of course...
I'm confident IC is already on most of these, but for my own satisfaction, other things good for the AI would be: 1. Increase priority to target enemy builders *when building* (or just in general, if that's too hard). It's way too easy to have a never-ending chain of turrets leading an enemy fleet around and around and around... 2. Cap neutral extractors (!). 3. Check for undefended sections of systems for priority hits - so in the absence of enemy fleets, check for ci
Not terribly experienced, but: I think Vasari can survive for quite some time at tech 1 in military (for missile frigates - I don't build skirmishers at all). Get half way through the civ techs for economy upgrades (so at least level 4). Then get back to mil tech to level 4 (lots of good stuff, and AOE attacks from all those missile frigates you have lying around). Then onwards with the civ tech for dark armada. It's only if, for whatever reason, your opponent is not hitting you that yo
Well you do need to research if you want to colonise an Ice or Molten world, and a lot of the small 1v1 maps have ice worlds next door. What's mmore, there's no error beep or anything, jsut a quiet text message telling you to research. That might be the problem.
"Because of the nature of the game, rushes are out of the question." ...and yet one of the biggest complaints about "overpowered" tactics has been the bomber rush. The game moves slowly, but it's still a rush if it's an all-out early build that the enemy had to anticipate to counter. Just because it takes 10 minutes doesn't make it any less a rush. And you most certainly can turtle - defenses are extremely cost effective, and if backed up with a small fleet can make ra
Errr, oh. So the whole world isn't about me? Bugger. My mum was right. /Face red.
o.0 http://www.google.com.au/search?hl=en&q=%22the+way+of+the+future%22&btnG=Search&meta= "the way of the future", 559,000 google hits. It's a comical phrase, perhaps, but not an uncommon term.
Though, again, I'm pretty sure there is a campaign in the works, and it'll probably be worth playing, consider the difficulties: do you start with zero research each mission? Why, from a storlyine point of view? And if not, then what about the entire research element of the game? Do you colonise from scratch at the start of each game? Why, from a storyline point of view? And if not, what about the entire expansion element of the game? Do you, as TEC, need to explore the map at
...not an exploit, but definitely something with the AI that needs fixin'. The AI is also very slow to research Ice / Molten colonies, and it doesn't give proper targetting priority to enemy construction frigates who may be rebuilding defences under their nose. Hmmm, is there a general AI flaws thread?
I guess that's the issue here: RTS games have campaigns, but 4x games DON'T (in general). They don't need them (IMO), because the nature of a 4x game is that it effectively creates a campaign every time you play. Seriously, try "telling" a story as you go, perhaps get screenies and story text into a blog. Here's the expansion phase, peace and prosperity. Here's where we meet the neighbours. Here's the early friendship, then betrayal. Here are the early defeats. Here's where we had to ab
No no, I'm reasonably sure a campaign is in the works. But Sins games, especially large one, are pretty epic. There was no campaign in pretty much any 4X game until very recently, and they've all (?) sucked. I never heard people complain that Civilisation or Master of Orion had no campaign... Half the point of 4X games is that every game is a story. Every game is a campaign. But hey, I won't complain if they make one.
Every game of Sins is a campaign. :)
Lots of smaller stuff doesn't get released in Australia, or comes out months after the Civilised World. Welcome to earth. We're not a big enough market to bust a gut over, especially for a small company, the costs are just too great for too little return. Stardock is an excellent way to buy it, IMO. Especially being in Australia - you should know they mark up our games to a stupid degree anyway. I got the Orange Box through Steam recently - it was US$50 - so that's about Aus$55. At EB it was
The problem for me is the difficulty is coordinating the gates in a large map. They are built with returning armada set to autocast, and you can't switch it off until the thing is built - so you need to come back in a few minutes to systems where you've queued up a bunch of buildings to switch the thing off. Otherwise you end up with odd ships scattered all over the place. It'd help, and be really nice in general, if there was a way to select a system and say: all build rally points com
I'd suggest you make tactical slots (and other, similar factors) an option when you set up the game - perhaps hidden under an "advanced setup" button so as not to confuse newer folk.
I'm doing a wierd Vasari resource rush. I think Ice / Molten colonisation are my first techs almost every time (depending on local map conditions). What I'm doing is taking advantage of the AI's slow start, and (so far) other players' similarly tentative play. Also the poor militia defences of Ice and Molten worlds. I focus like crazy on economy: straight to civ tech 2 for colonies, grab all "easy" colonies nearby - that is, I fill my default fleet with the colonising capship a