[quote]@ bonerfest > Thanks for your correction. I am not visually impaired : I had focused on the official 1.03 changelog, not paying any attention to the homepage.My hypothesis, then, is that a marketing-oriented author, on the homepage, got carried away.As far as I'm concerned, the official changelog is the most correct & precise, reliable technical info ... and I do not see any « vastly improved » A.I. there. Marketing ...[/quote] Actually, I have impaired vision and I saw it...I wa
bonerfest
[quote]The 'researcher' AI will throw a vasari fleet with a good whack of Subverters and Overseers (and other race equivalents) together and use their abilities in combat. It suffers instead from failing to build a fleet with enough big hitters in it and being terrible at picking which of your units to kill first.[/quote] Again, this is irrelevant when AI fleets retreat if they even have the slightest chance of losing the battle. I've even seen a fleet with with a Kol, ~7 siege frigat
[quote]Well, it is. It still blows, but that doesn't negate reality. [B]Building 400 light frigates and a couple capital ships nearly every game[/B], never researching any abilities, and getting creamed even with 10-1 odds is a vastly inferior ai when compared to the still pathetic, but vastly superior ai we have now. It sucks, but it's still better than the previous even more sucky version.[/quote] As far as I have seen, the AI still does this. In fact, not only do they build an un
[quote]i dont know where the OP got the idea that 1.03 would provide (to quote the OP) a « vastly improved AI » ! ...let me quote the official changelog for 1.03, in what concerns the A.I. changes : -AI now knows how to surrender (based on time elapsed, relative economy, relative fleet value, resource reserves, and allied strength). Also, an AI player will not surrender if he has a human ally.-AI is now smarter about retreating and is willing to commit local suicide or accept local Phyrric victo
1.03 claims to provide us with a challenging AI to fight...but I haven't seen one so far. If "vastly" improved AI means givng them a resource bonus with the "unfair" difficulty, than that's just sad. They still run from every engagement, they still are so stupid that they can't win a fleet battle, and they still seem to have no clue what to build (wow...a fleet of 30 percherons, 30 robotics cruisers, and 2 Marzas...great strategy, what are you going to do repair me to death?).
[quote]What the hell were you guys thinking? You're making the game even less competitive than it already is. Quit tuning the game to support single player love. If you're going to make a multiplayer RTS than you need think about the impact you're having on people that actually play the game to get good at it and smash other people with their tactical prowess and knowledge of your creation. Seriously.. you guys are making Forged Alliance patches look freaking amazing.FYI - Not a good thing.[/quo
I really don't see any changes at all to the AI. If anything, the AI is way more stupid now than it was in 1.02. If you ally with an AI during an unlocked teams game, its really easy to see this. They jump in and out of places for no apparent reason, and play phase jump hop-scotch just like they always have. There were even a few occasions where, after I jumped in with an attack fleet, they flew around in a circle, then bunched up and tried to jump out of the system. A fleet that had been 4
[quote]i'll try to make the mod 1.03 compatible fast as i can. But i also need to study for my exams, so that take some time.[/quote] Good luck, man. The exams come first.
Man skyline I hope you update it soon, cause I hate the weak ass defenses in vanilla sins.
[quote]Hmm.. It seems mod gets broken by 1.03 no?(Removed textures and extracted only the Mod's textures into the mod folder)[/quote] Yes, but Skyline said he would fix it shortly after the patch was released. Unfortunately, I'm turning off the mod to try out 1.03... I'm going to miss the intro music and the band of brothers tracks, but I really want to see the new AI. God, I hope the computer isn't such a coward anymore. I can never play online because I can't sit down for 7
I just remembered this. The Vasari cannot build a PJI. In the research tree, there is a Tachyon generator icon, which says "prerequisite, 1 point in Phase Jump Inhibitor." There is no PJI research button, as it has been replaced by the Tachyon Generator button.
I just got the chance to finish another 7+ hour game, this time as the Advent. The fighter button crash is completly gone, it never happened to me once. The only crashes happened to me during my previous game with the patch, which had 7 AI's and myself 5 hours into a game (I started with 10, eliminated 2). Because of the huge amount of ships allowed with the mod, the game kept crashing on me. I'm pretty sure it wasn't my graphics being too high, since I had that fleet and was movin
Here's some screen shots I got of a maxed out fleet with the new supply limits in the mod: [img]http://i250.photobucket.com/albums/gg241/bonerfest/fleet4.jpg[/img] [link="http://i250.photobucket.com/albums/gg241/bonerfest/fleet9.jpg"]WWW Link[/link] [link="http://i250.photobucket.com/albums/gg241/bonerfest/fleet2.jpg"]WWW Link[/link] [link="http://i250.photobucket.com/albums/gg241/bonerfest/fleet3.jpg"]WWW Link [/link][link="http://i250.photobucket.com/albums/gg241/bonerfest/
I'm getting the mini dumps later in the game as well. I got my supply maxed and my AI teammate is certainly maxed... I just started getting mini dumps and crashes now a lot. I'm getting 5 minutes after a load and it's crashing.
I'm glad you appreciated my feedback. I'll install the patch and give it a run when I have time. Good job so far though.
So do you guys know how close you are to a beta version that we could start testing? I'm sure you've got some work to do still, but I bet a lot of people here are ready and willing to beta test it.
Ok, I just completed my first full game and I'll give you as specific feedback as is possible from the top of my head. Keep in mind, I'm not criticizing your mod, I think it's great and it hits the nail right on the head, and comes closer to the mark of what this game should be than the original version of the game. Bugs: - After installing the new sound files, the sound popping issue was eliminated from combat. However, I noticed the sound pops at different times now. Specific
I have had some sound popping issues with your mod that are not present in the normal game (I tested a situation with your mod and then without it). The popping comes during combat, I imagine from the sounds of the ships firing, since it only happened during combat. I run an integrated sound card by the way.
[quote] Initially The Y-Wing was the official Fighter/Bomber of the rebellion and even pirates Due to its "Survivability".... It can stand a lot of firepower thanks to its powerful shields.... The Y-wing Should match a Tie fighter.... thats my opinion [/quote] It has strong shields but lacks the maneuverability of most fighter craft. If the same concept from sins (fighters squads having more units than bomber squads), then I would think a group o
[quote] bonerfest, is it really what you want? All sides don't have to have a counter-unit. I know that having Death Star appear at your door step will make you look somebody foolish enough to fly in a trench with limited maneuverability and aim at a 2 meter wide hole, but it makes for some extremely boring sides to choose from in a conflict. I like the idea of offering different type of gameply with different sides. Empire will go in full-force in order to quell rebellion (if they can find
I wasn't complaining at all I was just giving some input, sorry.
Question... I don't know if you guys had decided whether or not the Death Star was even possible, but if it was what would the balancing unit on the Rebel Alliance be? Would you get a single Luke Skywalker unit, with a special ability called "Destroy Death Star"? That plus the SSD, which is a juggernaught by itself. Maybe if they got a special research upgrade like Bothan spies that would reveal the entire map or something. Or maybe the ability to build a limited amount of "elite" un
I wonder how you'll modify the phase jump system to make it more like star wars? Personally, I think the whole "phase gate" graphic has to go, and just have the standard Star Wars version of hyperspace: the engines glow bright for a brief moment before the ship rockets off at light speed. Also, I really hope they fix the "AI running away all the time" issue otherwise whenever a SSD jumps into a system the rebels will scatter like cockroaches! Speaking of which, is it even possible
On the planet blowing up issue, I thought about this yesterday... When you blow up a planet, couldn't it turn into the "asteroid belt" model used by the game to simulate the debris/no longer able to colonize? Maybe change it a little so they are focused more around a central point or something. Just a thought.
its now crashed 4 times, and it seemed to happen whenever I zoom in on a moving craft. 2 out of the 4 times, when I tried to zoom in on an enemy scout vehicle to see it get blown to bits by my fighters as it passed through the system, the game crashed. The first tim, I zoomed all the way in and then it crashed. The second time, I had just started to zoom and the crash happened. This never happened before the most recent patch so I'm not sure whats going on. I do have a massive fle