Eilarais

Eilarais

Joined Member # 2150706
0 Posts 6 Replies 645 Reputation

[quote]It is the flawed AI that can't seem to be do anything else.[/quote] This can't be said enough times. Please, devs, if you are going to nerf/buff anything based on beta feedback, base it on MP battles and MP feedback. Skirmishes with the AI involve extra variables. Maybe people are complaining about the game balance, or maybe they are complaining about the AI. You can't know for sure until one of those components are removed.

55 Replies 50,451 Views

[quote who="Sakhari" reply="10" id="3133532"]I only prefer the AOE3 version because you're still able to get your end-game combat while the AI gets another chance to quit during the inevitable tedious mop-up phase.[/quote] AOE3-style is the better option, definitely. But I'm hoping to make this request so simple and easy to implement that the devs have no way to escape it [e digicons]:grin:[/e]

22 Replies 99,195 Views

[quote who="reticently" reply="18" id="3133341"]I'm not concerned with the AI having Novaliths; ultimately the AI is too dumb to use them well.[/quote] I'm not concerned about the AI having superweapons, but I am concerned about the AI not having other things it needs because it's too busy building useless structures. [quote who="dfalken" reply="23" id="3133514"]Even a limitation of how many can be built will hurt the game.[/quote] Isn't a unit cap kind

42 Replies 128,525 Views

[quote who="Sakhari" reply="6" id="3133407"]I'd prefer that it worked in the same way as in Age of Empires 3. The AI 'offers' a surrender, the player chooses to accept or decline, and the game proceeds accordingly (with the AI continuing as normal or abandoning the game).[/quote] The complication is that if you decline a surrender, should the AI surrender again? How long should it wait? Should it surrender to all players in a multiplayer game or just one? Should A

22 Replies 99,195 Views

It would be possible for Sins to have a pro scene, but pros want a lot of things that Sins is currently not good at providing. In other words: The game (and the development team) will have to jettison a lot of its strengths and risk alienating a majority of its current customer base, in order to court a market that they don't have much experience with and that much larger companies are already pursuing aggressively. It's an idea that has killed a lot of development companies lately: T

31 Replies 61,093 Views

[quote who="GoaFan77" reply="3" id="3132556"]This capitalship requires a ridiculous amount of micromanagement as it is, if we can't even be sure its signature ability on which most of the others are based on will work unless we order our ships to then pick another target, its just not worth using. [/quote] Maybe the boarding ability could also put a buff on the target that lowers its auto-targeting priority?

20 Replies 79,521 Views

[quote who="stein220" reply="3" id="3133316"]you do have the option to "Keep Playing" when you win so you can mop up the defenses.[/quote] I haven't played the new expansion yet, so maybe that has some potential. The problem with this in Trinity though was that after victory the AI doesn't play effectively or even ineffectively, it just shuts off.

22 Replies 99,195 Views

I think this would be a huge time-saver for games with high ship caps: When a unit in a fleet is destroyed, replace it with a "dead ship" that has a crossed-out icon in the selection bar and does not exist on the map. Have a fleet action called "Replenish fleet" on the orders bar. when the button is clicked, find the nearest idle shipyard and get a list of all idle shipyards that many hops away. The action will issue build orders for all dead ships, distributed am

1 Replies 5,256 Views

The purge could get boring on large maps, no question. Especially when the AI parked some tiny fleet at a star and you had ship speed set to slow. So I am not saying AI surrender should be disabled for everyone and every game. But I think it's really important to have this as a selectable option. What I think is happening is that there's a point past which the AI can't really play effectively, and it will quit rather than force you to finish a game you can&#

22 Replies 99,195 Views

I always thought that a lot of the strategy of the game was in how many fleets you had and where you decided to put them. So I wouldn't want defenses to be able to hold off a fleet for long, it's more about building enough defenses to keep the planet intact until the nearest fleet can get there. What I would like to see is for the auto-build function to remember the locations of manually placed structures and re-use those locations first. So if I've

22 Replies 78,428 Views

Obviously it's not going to be feasible to balance the vanilla game around multiple Titans. But maybe the developers could loosen up that hardcoded cap a bit? This is going to be a very popular mod request once the game comes out, and we modders can worry about how badly it screws up the AI and game mechanics. Using fleet beacons is ok, but it's still kind of a hack.

76 Replies 107,344 Views

I am wondering about this, because this was a big issue for some people in Trinity. In fact, during one memorable game I managed to create a fleet so large that the opposing AIs surrendered before it fired a shot. Which, yay, except it kind of ruined the point of comp-stomping in the first place (to watch things blow up real nice). So does this expansion have a way around this kind of premature victory?

22 Replies 99,195 Views

I just started playing this game after some time away and I notice that the fog of war is not updating correctly. As far as I can tell, the problem is that when you create a fleet, the individual ships in that fleet are not properly removed from the map and continue to reveal the fog of war at their previous location. If you disband the fleet, the fog of war will return to normal. If you decommission the fleet, the fog of war will stay revealed forever. I can see 2 possible solutions for this

1 Replies 3,662 Views

Specifically, the “dumbification” of games that we’ve seen over the past decade appears to be creating an expanding market opportunity for those developers who are willing to create games that cater to individuals who are interested in a complex game experience but also want high production standards. This is a real opportunity, and a segment of the market that the largest developers either do not see or do not care abou

7 Replies 22,797 Views

[quote who="dragoaskani" reply="14" id="3018430"]Technically its a gamestop problem now not a stardock one. After all gamestop owns impulse, hell its not even called impulse anymore already. [/quote] As I have learned today. I signed up with Impulse because I wanted to trust digital distribution, and now I see the Gamestop logo every time I start it up. This industry certainly teaches a person the definition of irony. [quote who="chasestew" reply="13" id="3018044"]But now its

22 Replies 14,517 Views

It seems the Impulse version includes Starforce protection but the Steam version does not :( Is there any plan to offer a Starforce-free version of this game or the Platinum pack in the future? I would really rather get this game on Impulse.

25 Replies 10,663 Views

Try not to have too terrible a time of it. It's becoming harder and harder to release something you actually care about in this business. The fact that you're willing to stand by a game just because you want it to be great may eventually speak louder than any number of release woes.

265 Replies 684,028 Views

The interface is usable but I definitely notice it too often, there are a lot of little things like having to navigate to the bottom corner of a book to turn the page, not switching back to the default cursor when a dialog comes up, etc. As far as having an unready release, I think that's the price you pay for not having a major publisher involved. A company like EA or Activision would probably put up the money to have everything polished before seeing any sales revenue, but do you really wan

31 Replies 56,678 Views

I am stuck on the first mission. It seems that if you retire the base settler unit before going to Gilden then you don't get any free unit after you talk to the king there. Ok, fine. So I build my own settler unit, but after saving and reloading the barrier to Gilden seems to be impassible once again. So it looks like there's no way I can build my second city. Am I missing something?

0 Replies 1,159 Views

After loading my last campaign save I see some very strange problems. The game seems a bit confused about what my city is named and who owns it, and one of the hero portraits has been changed. Screenshot says it best: http://imgur.com/tUhxI.jpg. Edit: This is for v1.05. On load it uses another city's caption but renaming the city fixes the problem. All of the hero's stats, 3D model, etc. are ok, just the picture has changed.

0 Replies 1,003 Views

Doesn't sound like my experience with Impulse at all, ususally they're very responsive. I don't know if it will be any help to you, but I recall from my retail version of Civ3 that it would choke if you didn't run it in Win98 compatability mode.

2 Replies 5,108 Views

Right now I am building a patch-like mod that rebalances the weapon and defense types and techs, among other things. Does anone know how the AI decides which weapon/defense branch to research (and actually put on ships)? In my games so far I'm not seeing any ships with beam weapons or defenses of any kind.

0 Replies 2,096 Views

[quote]That said, I don't think RTS games "devolve" into searches for optimized build orders. Anyone who becomes too predictable is subject to getting countered. At a certain point, you can't improve any more just by having a better build order, and the game starts to revolve around strategy. The problem I have is that you need to learn all the build orders and their counters and their timings before you even get there. It's awesome once you do, but it takes months just to pick up a game.

14 Replies 10,584 Views