lllevokelll

lllevokelll

Joined Member # 3896748
7 Posts 19 Replies 10,120 Reputation

Much thanks. I was using Skirmish AI already. About the teleporting in towers - I would think a modest tweak, perhaps to teleport in only to towers below 90% health, could help the issue with jumping to towers nicked by trebs or such. Secondarily, a bit of more sophisticated salting of percentage chance to teleport in on actually damaged infrastructure might also help prevent too much predictability. I'm unaware of if one might have access to that kind

5 Replies 2,106 Views

Hi, Is there a mod for parity of tournament team's difficulty? i.e. Is there a mod, or a file I can mod, to restore hard-hard, or nightmare-nightmare parity? Aside from just giving up tournaments to skirmish? I really enjoy single player. I would like to play nightmare, but the current setup...seems kind of silly, as my teammates, merely on hard, have a droll habit of often getting zero kills and are clearly awkwardly gimped.

5 Replies 2,106 Views

I happened to be watching the replay of Cykur fighting 9 unfair AIs, and it turns out he got space ponies that game for reasons unclear. I remember doing a double-take at the line of text popping in on the screen. Even on rewatching the replay, I can't see clearer the definate reason. It seems pretty random in trigger. It was on the replay that was the redo of the starting-defense portion of the scenario. Just misc fyi. I think perhaps it was for conquering

29 Replies 111,227 Views

Yes, definately. That is the entire point. If it was not clear, I meant, bounties to gather these things for the community, not me. I just furnish the bounty cash, the results are for public consumption. I think my OP post was too rambling, and I will focus within the next couple days (alas, dayjob often snags my time) on refining, I think, the micros one of the three as easiest to attack, with my latest thinking being that it may be easiest to just tr

2 Replies 9,880 Views

Greetings, I wanted to contribute to the community, and while I hope to see you all shortly in MP in a bit, having spent a dozen or so games in SP, I had a desire to participate in other ways. My impression was there are 3-4 obvious gaps in explanatory material and verbal lore accessibility, including: more high-quality replays a collection of micro techniques documentation of assorted rules / mechanics

2 Replies 9,880 Views

Thanks, Electron. That answers quite well. I had no scout or colony frigs, and thus could not capture the nuetral, but did not realize that was the rule. I found the variety of space junks / giants / storms a little unclear at first, like many things, they make sense with enough gradual plays as one builds up the missing manual. So far as I grok it they are semi-equivalent in being aesthetic variants of neutrals. My original post

6 Replies 18,581 Views

Also, I find remapping context zoom to spacebar, and jump to news event to caps lock (i.e. switch them), a hell of a lot easier / more intuitive than the default binding.

4 Replies 6,614 Views

If you're really devoted, the Razor Naga mouse, in particular, gives you 12 tiny buttons on the left-side of mouse, marketed to the MMO folks, and a utility to map them to keys (defaults 1-0 minus equal keys), that can let you really go nuts with keyboard plus mouse config. Got one recently and have been trying it out on SINS. Still acclimizing, but it's pretty good for giving 12-15 useable buttons on the mouse (in theorycraft 17 button total, but it's a little tricky for one's grip to

4 Replies 6,614 Views

Straightforward, merely knew forum lore will know the answer exponentially quicker than researching it out extensively. What are the rules for the claiming and seizure of nuetrals and asteroids. I seemed to find in an SP game that, despite having a Progen, I couldn't seem to colonize / claim a some nuetral extractors. It wouldn't let me colonize select them directly, and cap and a handful of units milled around for a bit without an auto-claim effect kicking

6 Replies 18,581 Views

Responding to original parent, having all structures move has confusion issues, imho, and probably adds yet more unneccessarily subtle micro with repair bays and jump supressors moving to cover areas they previously didn't, monkeywrenching up orders. What I would argue as better, if going such a route in a Sins 2, is the feature that structures move to defined layouts. i.e. You do not have to individually place them to get them assembled into sensible clusters.&nb

12 Replies 8,236 Views

I care more about gameplay than lore or complexities of orbitial math. It would simply be useful in the sense of enhancing gameplay and tactical choice if turrets could be given an on/off toggle ability called Orbit, only available when the turret is built within a rather small ring/distance from the planet, to allow them to slowly move within that small ringed area to address threats to said planet. If you want to place a turret in deeper space around the well, g

12 Replies 8,236 Views

Just a quick question on an undocced feature / effect. I noticed the other day that my capital ship arrived in a gravity well in which my fleet of miscellaneous were battling assorted other miscellaneous opponent ships and seemed to get exp for just watching the fight. i.e. Just the one cap, in this scenario. Entrenchment mod, latest patch. While I clicked my cap to go attack, the battle was on the far side of the gravity well, and my

3 Replies 10,781 Views

Hi, Another not-in-the-manual question; thx for any insight... When I click/hold Alt, various ships (and structures) acquire various circles, which I naively thought were their range of fire circles, i.e. their 'reach'. But I subsequently saw illuminators firing at least double that distance in a sustained way, saw Starbase seeming to hit from a good half a gravity well away when their local alt circle is quite modest, etc, etc. So now

3 Replies 12,176 Views

Misc: Higher elo chess is more strat than tactics. Each side makes fewer raw tactical blunder mistakes for one, and have fundamentally better structural defense / coverage vs what we might call the lower hanging fruit of forks and pins. Imho, high elo level, the tactical moves that surprise are at least as often piece sacrifices to carry through an attack, or subtler exchanges that result in unfavorable relative pawn structures. I'm not saying peeps won't fianchette a bishop

22 Replies 26,949 Views

Kharma - if you ever make it - it's sufficient, imho, simply to make a stable API of the AI, and accept code submissions for this method or that module to a repository. Structure a few rules around testbedding and code structure, and publishing metrics on them and there you go. Programmer players will send in implementations and do the rest. There are almost uncountable games at which I sigh or writhe or both, doubtless in the company of other professional d

22 Replies 26,949 Views

Speaking as a Deity Civ4 player, hell yes. I love Sins, and am usually weak at RTS versus slaying at slowpaced strat, to the point of usually avoiding your outright WarcraftIII clickfest RTS mayhem. Which Sins, superbly, avoids. Civ and MOO players would be liklier than average to enjoy this game. -evoke

17 Replies 10,753 Views

If Sins2 but added just one more faction to a count of 4 and even further improved balance and modability, it would be made of win. I'm happy they're making games with integrity, creativity, and attention to craftsmanship. I noticed and bought sins on the strength of the game of the year icon on the box catching my eye while browsing the shelves. And have not in any way been disappointed yet. -evoke

27 Replies 56,987 Views

If the designers made turrets moveable, in a limited fashion, they would be a hell of a lot more useful. Personally, I am finding myself wishing they had antimatter and a single ability that drained all of it and sent them on a circular or elliptical orbit from their initial stationary deploy point. Then they'd get hits in as they circulated on their orbit and would be less susceptible to sniping, while becoming susceptible to exiting the defense hole on the

49 Replies 181,561 Views

Sins is refreshingly original. Don't make it like other 15-minute games. It's not a clickfest, and it's got a nice balance sweet spot in maps just large enough not to be rush excessive, and just small enough not to be econ navel-gazing. It's been a couple years since I've since a more intriguing RTS.

16 Replies 14,727 Views

5 days arrived and too new to know all the tricks, in the first few replays I've watched, I've seen players use what appear to be some clever micro tricks to clear efficiently. I believe, for instance, that several colonizer caps have speed advantages that help clear more efficiently if you move the cap about, rather than just jump to the planet and let it sit there fighting. I have to rewatch closer and figure out if that if actually a pure speed and range of fir

13 Replies 4,728 Views

I'll add to Agent's post on hotkeys by saying that as a new arrival here, I've already repurposed the zxc zooming keys as well, as prime key real estate, as I find the caps-lock context zoom handles the majority of my zoom needs with scrollwheel picking up the rest. If you have an advanced mouse, with many buttons, you can experiment there as well, mapping the extra sidebuttons to things like Cntl+1 and 1, to rapidly shift focus to a selection of choice near-instantaneo

22 Replies 26,949 Views

Thank you! It makes as much mechanics sense as ewoks on endor and is completely undocumented, but now that I have the verbal lore, I'll pass it on to the next forum peeps inevitably asking. Much appreciate you taking the time to reply. -evoke Misc: I would agree with you about the realism were it not for the fact that removing a trade port from the empire made the chain longer. I struggle to think of real example

14 Replies 24,872 Views

Iirc, that pack includes one where Cykur illustrates excellently how to hold off Advent Illum spam via a variety of tactics that buy time to rally, outecon, and tech up to the counters, respectively. That one is worth the pack of it's own right. What was nice was it wasn't any one thing he did, it was the combination and the observational insights hitting you, observing, over time and repaying analysis attention, as it was complete with multiple fleet engagements such that even

3 Replies 12,292 Views

Win 7 here too, though allow me to point out that half the games I play do that stupid UAC thing, and I consider it a windows useability flaw against Microsoft, rather than game devs. Everything from to Civ4 to Dragon's Age to Nethack pops up a UAC, and windows doesn't seem to allow turning it off for just one program, only blanket. If there's a way to turn it off selectively, I'd love to know. OTOH, as we're clicking to start the game anyway, and clicking a

4 Replies 5,429 Views