Well, i finished my first rebellion match against a random vassari and advent rebel. I palyed as TEC rebel. My analysis is that AIs should be flexible and able to exploit weaknesses of the opponnent. Right now it does not seem to k I alleid with advent to finish the vassari and then the alliance broke off. My opponent advent ai player was busy in finishing the lingering vassari titan and homeworld. The attempt was always fruitless but it was locked in that strategy. <br
framon_80
In the start, we had only cap-ships competition. Then SB came to make turtling easy. Titan really put turtling the norm of late-game scenario.In a game as TEC, vasari and advent rebels. I had to form an alliance with advent to defeat vassari. Now as turtling seems to create a stalemate The real question is what comes next in sins. Cap-ship+Fleet->Cap-ship+SB+Fleet->Cap-ship+SB+Fleet+Titan->Cap-Ship+SB(Phase-Jump)+Fleet+Titan+?????????
I wait for two fleets clashing up and then follow the fighter or bomber camera to enjoy the epic fight. The problem is that when the strike craft changes face(reverses) for another bombing run, the camera has to be manually rotated too in order to keep the look on epic fight. Is there a way that the camera view always faces the nose of SC or ship.
I want to test whether rebellion may run on my pc or not. Any news about demo.
I have played sins diplomacy many times. Nowadays i am playing Starshatter the gatehring storm (Space(cap and fighter) and ground combat(fighter) simulation). I have also played x2 :the threat and freelancer(rpg). Starshatter the gathering storm (stgs) has third person control of caps and cockpit of fighters. It has a storyline with semi-dynamic campaign(fixed objectives with random missions). On comparison with sins. Sins has colonization feature, realtime capital
I did not touch the core files. I copied the game info folder (txt version) to "mod diplomacy 1.00". There i changed the files included. I have harpoo text files diplomacy 1.00. I just need to know how to edit files controlling pirate upgrades. Any help would be helpful.
I installed a mod having changed sins game-info files having pirates with their research files deleted. I started the mod with an already existing sins diplomacy 1.00. The pirates still have their upgraded armor and hp, kicking ass of my fully upgraded star base and planet. Now there are two possibilities. 1. Once a game is started, one cannot change pirate behavior or anything else. The files are stored in memory. 2. I am missing some cruical file that affects pirates
I have been playing sins diplomacy and c&c Kane along with each other. I can say one thing for sure. Whatever sins requires whether improved ai, new ships or Blah blah. It certainly does not require a campaign. Here are the reasons, why. 1. Both C&C and sins start with few units. 2.In c&c one can colonize new tiberium fields and start new structures. But your entire battle group along with enemy is cramped in one small map. While, in sins
AI is staying away from star bases. It usually suicides on them. Which version of sins is this. What is the difficulty status of ai.
Age of Empires 3 feature a shipments system involving Home city. It runs parallel to vasari armada. Why can't TEC and Advent have the option to call for reinforcements and not just random reinforcement but chosen to suite your need. In Aoe3 when gain xp, players can call for shipment. Shipment is trade resources, technologies or units sent to you just like dark armada. Players are given deck cards that can be customized according to shipment. http://aoe3.heavengames.com/ga
How can i change the ships defending pirate base. These are the ships spawned by the pirate base to defend itself.
I have created a new ship called Pirate Orgov Torpedo Cruisers. I copied Frigate Tech Anti module and rename it to Pirate Tech Anti module. How do i assign fleet supply to this ship with new name.
So far sins is all about fighting. I have a suggestion to add a civilian structure. Each planet under your command can give you a mission to protect a spawned trade or civilian convoys to be escorted to some other Star base/Civilian or Military Structures (Heck could be Engineers repairing Gauss Cannons). Each convoy will be then escorted by your ships to be protected by pirate raids or Enemy ships. It is like a particular planet giving the home-world a mission and in case of failure/
Orgovs require a lot of fleet supply. I could define new Pirate Orgov Ships files. But how can i change its fleet supply.
The pirate raids would be harder but that would solve the dumb ai problem very much. Star base create an imbalance between ai and human player. So the pirates may act as a balancing factor. By the way, two groups of few missile frigates and Light Frigates will make short work of Orgovs and Krosovs. It just means that you cannot leave cruical star bases alone.
My idea is to simply make pirates effective, not dangerous or lame. In this way a pirate base can be left alone to making raids that are just annoying. Pirate Rogues and Cutthroats just charge suicidally to star base just like ai, while my raid will concentrate on prime targets (Star base, Other Structures, Strike Crafts and Planet itself) only from a suitable distance. My proposed raid will only consist of Armored Pirate Flaks, Pirate Krosov and Pirate Orgovs havi
I often zoom fighters/bombers to get a panoramic view of battlefield. But i need to rotate view each time, because the camera remained focus on the center of selected object. Is there a way to mod camera to point along the nose of selected ship (always).
There are two main problems in sins entrechment and diplomacy. 1. The pirates are either too weak(Entrechment) or insanely strong (Diplomacy). 2. The ai does not know to counter starbase smartly according to some posts. I have an idea that can answer both problems. A mod that 1. It stops the insane upgrade pirates used to have in diplomacy. 2. Pirate fleet should be mainly composed of three type of units only . (i).Pirate pillagers. (ii). Units Sieging starbase (Orguv Torp
Okay i have now diplomacy game info file. It does not contain capital ships and starbases entity files. Does sins diplomacy uses entrechment and vanilla files. If this is the case how can i edit the diplomacy files to make changes to cap/starbases.
Here is a way, we can make all the cap ships avoid the starabse by setting "Cannot attack structures" on all cap ships and cruisers. In this way, cap ships will always concentrate on the fleet attacking your antistarbase module (Orgov(TEC), Starfish(Advent) and Kanarak Assailents (Vasari,by giving it the range of Orguvs)). Concentrating fire on starbase would help little in any situation. But destroying the fleet protecting the starbase would give assault frigates a fighting chance.
Can i modify the following in Diplomacy/Entrechment 1.How can i change the star-base behavior, say allowing Orkulus to make phase jumps and wormhole travel. 2. Is it possible to modify ai tactics to face strar base. The enemy fleet could stay outside the range of starbase and use carriers along with heavy cruisers. Any help would be helpful.
Pirates are tooo hard how can i change the system info to accomplish the following. 1. Decrease Gauss cannon fire strength and experience value . 2. Disable flak burst (Unantural). 3. Make Armor/HP/Weapon Fire not upgradable beyond 10/Normal HP+1000/11. 4. Larger the bounty, larger would be the pirates number of ships. How do i modify the game info to accomplish this?
Is it possible to randomly generate a custom scenario? For example a scenario containing three star systems containing two (say) home planets for each faction (3 players). Each factions also have preset amount of ships(a capital, heavy frigates along with cobalt frigates). There would be a preset number of structures (star-bases, military /civilian research stations) present at different home worlds. Rest of the planets/phase lines/pirate base location would be then rand