I know that the devs already have the next patch already have it planned, but if you could influence the direction, what do you want to see in the next update/patch.
For me what I want from the release of a more complex AI whether in battle or better pathfinding.
Now that the release notes for the 1.17 and 1.03 have been released, what do you think about it. and what bugs and changes would you like to see.
New information have been released:
Although it was in answering a modding post Blair Frasier have drop some hints as to what to expect from the next patch:
thats actually a pretty good idea for the presumed "diplomatic micro-expansion"
sounds good, but how would you get it to work gameplay wise? would it be a renting system? would it be like a tribute? would doing so increase the other players opinion of you? can fleets or ships be given to allies for the duration of a battle, then returned afterwards? what does tributing ships do for you, should it be a trade? how does giving a cap to someone with not enough fleet supply work? etc etc
i dont mind the idea, im just curious about how people intend to overcome these ideas etc?
Thrill me! =D
Even if there is renting, there should be a limit to the number of ships allowed, and then reesearch to increase the amount.
I'll rather be fishin in northen wi then bein Ai in Sins.
say what?
i think ruawahoo2's idea is very interesting
it would certainly streamline things considerably
and it even adds a possibility of spy missions added - find out what fleets they have preset and design counters, learn when they building, and brace yourself
i always thought that espionage and so on was very underrepresented in SINS
i know it would be difficult to implement, but it would certainly be interesting
once again though, my hat goes off to ruawahoo2, your idea is very impressive sir
Fourm post has been updated to reflect the latest update logs
I wrote a post about that, but I think it's worth mentionning it here.
2 bugs
TEC starbases
When you queue ships, the "ship population remaining box" won't decrease until the ship is actually built...
Ex : if you have 20 ships population to be built and queue a scout frigate (5 pop i think) it stays, to 20
when doing it from a starbase and decrease only when ship is built.
********************
A.I. Behavior while fighting a enemy fleet (being totally accapared by the single trade ship that come along)
Fleet (allied and enemy) will stop fighting against each others when they see a trade ship / refinery ship / scout/navigator/seeker
ship.
I mean... In an epic battle where the survival of our world depend, fleets should not consider those "no threat" ships more
than the actual 200 ships that they were fighting 2 seconds ago.
I mean... What's the correct thought of the good general (the one that lives for a long time)
1 - Kill them all !
2 - Let's stop fighting, I just seen a trade ship .... We will crush their economy muhahahaha !!! (While loosing
ships because enemy fleet continue to hit your back while you try to crush the ship that you don't care at all, but that A.I. seems
to find very important. ) ...
I don't think a trade ship or any exploration ship should be worth A.I. attention in middle of a fight against a more important threat.
To illustrate a last time...
Fighting 2 caps. ships, 4 siege frigate, 10 light frigates and 4 heavy cruisers that come to kill me should be more important than
killing a single civilian ship (or exploration ship).
Currently, those unarmed "not a threat at all" ships are more important to A.I. than the real threat.
i mentioned this in your other post as well
one of the pre-game loading tips says that Militia and pirate forces tend to favour civilian ships and colonisers over a larger threat, like, say a cap ship or a fleet
same thing im sure goes for your fleet AI as well
it does sort of make sense, though in the case you are describing, it should be fixed... maybe after a certain number or enemy ships in a grav well with you the AI should disregard civvie ships as priority targets?
although, like i said, you could always set your fleet engagement range to local area instead of gravity well
1. AI better pathfinding
2. AI better assessment of target threat i.e. capital ships are more dangerous than trade ships
3. AI better use of resources. I oftentimes find that it sets up a 'bubble defense', strenghtening the borders but leaving the inner planets rather undeveloped/undefended. At the same time it is top 1 in the 'amount of credits/metal/crystal' chart. by a laaarge margin. Players usually spend their credits as soon as it can pay for an upgrade/structure/tech/ship.
4. AI better placement of objects. Right now I consistently see it placing starbases on the path to the star, even though it has a jump path to one of my planets. And even though the system has a single star. If you keep this behaviour, at least make sure the AI gets the starbse 'auxiliary government' upgrade to make things harder.
5. capital ship balancing, namely the Vasari Egg is OP. All weak capital ships should be looked into, so that all 5 caps are actually valuable additions to your fleet.
6. faster build rate in carriers.
7. top speed / turning upgrade tech for fleets. Maybe a jump calculation accel too, but this last tech could be for a single race.
Lol every update should include update, no matter how minor.
Now that there is a final nail in the coffin for the carriers, what do you think they will nail shut?
What I personally want is for them clear up what the heck some of the movements do
maxAccelerationAngular 1.000000maxDecelerationAngular 9.999996
When you give ships a move order I want them to make a 180 turn in place instead of turning in a huge arc through visible minefields.
Or just avoid minefields unless the minefield is the destination of the move order.
Thanks !
I'm glad to see that we finally agree at some point of this matter.
I'd say... same things for pirates or computer fleet.
Pirates could aim civilian/exploration ships as a priority but...
If I engage the fight with my fleet upon them, they should change target and
attack me instead of the ship they were aiming before since i'm a threat and not
the ship they were aiming before. Does loosing ships in the meantime you reach
and destroy a civilian ship is more worth it than actually eliminating
the player/computer that just launched an attack in your back.
I want an apple (trade/exploration ship) ...
Someone punch me in the back (he intend to kill me and eat my apple)
Will I set my priority to :
A - The apple, because it taste good
B - Retaliating to the guy that punched me because :
It hurted a lot (I'm a back sensitive person) AND
my apple can wait, i can always eat another later, but if I lose my life
in the process of getting my apple while i'm being punched again in again,
I will never eat an apple again.
The fact is : I love apple and my life.
So there is only one option that should apply, killing the apple thief first and
eat my apple after, if i'm still hungry.
I mean... My apple (trade/exploration ship) is between me and the "Back puncher apple thief", i could
eat the apple while getting to it. But will I turn back to get my apple if the B.P.A.T. (Back puncher apple thief)
is just in front of me...
The answer is pretty obvious to me...
And for the "changing engagement ring" solution, I should give it a try...
I'm just not sure that strike craft will be affected by that (if they still
goes for useless ship while I need them in the middle of the fight, that half
only of the problem solved)
Furthermore, changing the engagment ring means that my fleet will stays
inactive whenever civilian ship occurs in my gravity well even if I have nothing
else to do at the moment. If there is no imminent threat in my grav. well, killing
civilian ship and trade ship is a good thing. Because there is no threat, destroying
single ships that come accross my well is a enjoyable occupation for my crew moral.
wow, talk about the use of paragraph spaces
@Sage
yeah, remember i said preaching to the converted? we get what you mean, you can stop with the magical analogies now
well, to counter the problem, you can leave half of you SC forces on engage any targets in the GW, and the rest of your SC and fleet at local only, i mean, honestly, a trade ship doesnt have that much health
also, with the pirates and militia... if you want a fight then cool... but id rather my enemy be firing at the decoy than at my fleet itself...
i once used that tactic to drill a bunch of pirates because they were too busy firing at my decoy colonisers, i managed to pick them off with minimal losses
but, i guess the issue is up to the devs, and what they believe to be of more importance
after all, pirates are looking for bounty right? not to destroy your fleet so much. so the programming to say go for civvie ships first is valid. and like i said, if they want to go for an unarmed ship and loose ships to your fleet and planetary defenses, then stoopid them
but i do agree that player fleets should engage enemy fleets first and civvie ships later...
I'm done with analogies.
At least for now...
For pirates, I suppose it could be left as is, but even if their goal is to collect bounty, they should be reacting to a threat
before anything else...
I mean, if in a pirate mind, Bounty is the most important thing in all universe,
because bounty is credit to spend on pirates flag, pirates ships, pirates parrots/monkeys and rhum....
The trade ship is worth a lot in a mind pirate, but not at the expense of some ship because
they decide to turn back to a imminent threat (player bashing on them) .
Basically, I think that it should be the same for all the whole I.A. (Trade ships are still important to destroy, but
enemy fleet is something you should always consider first (surviving is always more important))
Anyway, I'm not bugging anyone anymore with that .
I think that if staff come across this thread, this will be seen
and they will decide how to deal with that *crossing fingers*
Hmm. Diplomacy abilities to give ships to allies.
Or even more interestingly, control of ships to allies... so they're yours, but a 'fleet commander' can control your fleet simultaneously.
Likewise, the ability to grant an ally X/sec credits/metal/crystal to an ally. I've actually considered modding in a unit that reverse-steals money in this way, but it looks like the ability is lacking in the engine at the moment :/
64bit versions please.
This an 4X/RTS game after all.
how would you work it though? i mean, they are your ships, so does he need to get your permission first to command them every time he makes a command? and if you select them and give them another order does that muck things up?
also would you give it to them fullstop? no returns? and what happens if the other guy has maxed fleet supply? maybe just make it a trade off, in general and also at the point where he has no fleet supply to spare, he can trade however many ships to equal the number of fleet point the ship you are sending him is worth
i like this, would make feeding and helping out AI allies easier
i would also like the ability to buy X credits worth of resource Y, or sell X credits worth of resources, in addition to the current system
I've seen games where you can offer control of ships, no problem.
Essentially, they can give them orders - you can also choose to give them orders if you wish, but the UI indicates that they're A: currently shared and B: Executing his orders (if any), so unless he's about to do something monumentally stupid, you'd leave the things alone.
Giving ships would probably count towards his fleet supply much as Dominating ships does at the moment - indeed, I believe it will simply drop you into negative supply (Can't build any more until it gets positive again through losses or research) until matters rectify themselves.
I don't think it probably be likely, if they could create a 64-bit version, they might as well created a larger expansion pack than entrenchment or the next one they are planing
and besides there is only a limited of 64-bit pc's out there, it probably won't be economical
I agree with the sell and buy x but most of the games I have played, including the AOE, it seems that 100 is a standard number to sell or buy
I'd also question the specific utility of that. Generally you buy or sell when you need a specific number of resources, or can afford to spare a specific number.
I'm not entirely certain when you'd need 100 credits worth of crystal, for example...
lets say you need something pronto (like a ship (i.e. you press shift + click but only get 4 ships when you wanted 5 because you are 50 crystal short, or whatever) or to deploy a starbase)
pronto
also, for making tributes, rather than clicking. i know its usually not alot, but at least the frame work could be there?
there are also times when i dont want to spend the full 400-500 credits on 100 of something when i only need half of that
Limited 64bit PC no, Someone having the 64bit Operating system installed, yes.
But whats the point of playing larger maps if you get minidumps on them?
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