Theres another faster game setting all around (i think 25% faster from previous fastest settings). All factions have the same new techs (but with different names).
Envoy crusiers can be attacked by pirates immediately. Rest needs tech to attack them. All cost 24 supply
Envoy can lower enemy planet alliance to 0 but player doesnt lose planet
Vas and Tec need 5 labs to unlock all techs. Advent needs only 4 (why was that?)
Multiplayer lobby is split.
that's 240 fp. you're the expert, do you really think that is practical? I know, it's a balance question which is way early in this stage, but still. I mean, I used 4 of those guys to try and conquer a 70% roid and it has been taking ages. and that is still 96 fp. soo ... I would not say totally weak, but a little bit weak maybe. at least they are not very expensive to buy.
maybe there could be reserach topics to make this ability more efficient.
Yah, but they take as long to make as capital ship. Which means you had better not need that firgate factory for anything for over a minute.
Oh, one more thing: the MENU MUSIC. Please change it. Put something like the original SINS menu music or something calmer and quieter to present an atmosphere of "understanding", or a brooding track... I dunno.
+1. Give metal/crystal would be interesting.
It's beyond practical if they are not countered. I already forsee heavy use of those in MP. Pocket players sendign them forward to totally screw over the guys ont he front, who usually have no civic research.
So, what is the outlook for Diplomacy and online multiplayer? Do you think it will succeed as well as Entrenchment succeeded and become the default for online multiplayer, or do you think most people will end up sticking with Entrenchment?
Oh, ima sure its going to become default.
Advent are masters of the psyche and its manipulation. They have many techs geared towards expressing this, such as their tier one ability to persuade pirates better and the later ability to make other empires less upset if they fail to complete a mission. It makes perfect sense that the reflect trees reflect the Advent's superior persuasion skills.
The Advent faction is presumably the one growing stronger with the addition of Diplomacy's extra rule set.
Seconded! I always hated Entrenchment's menu music which is totally unsuitable and it certainly does not belong in the Diplomacy expansion pack.
How about killing off an entrenched suicide position? I've seen more than a few games where these guys just hold on to their homeworld the entire time because no one can bring the force to completely wipe them out.
Thirded.
ima sure that the menue music will change... ima sure the entrenchment mucis is a placeholder nothing more.
( i like the entrenchment music)
Ok, the new ais are wack... earning... what seems to be 2.5X what an unfair earns.... so.. whats that 5x a normal player.
Thats freaking awsome.
except... the ai have no idea what to do with all that cash.... it was just pilling up for them... after a very short test they all had like 10000 stuff sitting around.\
Then again... if i had 5x the resoruce income... i dont think i would know what to do with it either.
(hey... you want to allow the players handycaps? I want to play with 5x resources vs raging amish... then i might have a chance...)
I just dont get why anyone would waste early game resources which are scarce on creating embassies...
I do. I might be bottlenecked a little bit at the start of the game, but once I get 4 or 5 frigate factories operational get ready for some spam.
Certainly not really early, but once the pocket starts going for trade (with the exception of TEC, envoys require only 1 more lab than trade does) I think we'll see envoys coming out shortly afterwards. Since front-line players are unlikely to have more than 2 civic labs, they may not have counters fielded.
i'd rather rush sb then rush an embassy, to be honest, to get all the researches you need done for the embassys to really hurt somebody, a starbase might be more effective, as it will end up killing temples on that world.
ahhh but starbases can 1. be killed and 2. cant take away tax income.
I dumped the Entrenchment music, and popped in the original Sins menu music 2 months ago in Entrenchment. It's SO much better. I actually like it a lot.
Tbh, succinctly, here is my first impression (bugs galore, no MP fun )
The point that's being made is that starbases can be countered with low tech solutions. Heck, if you have two factories on your homeworld you can actually fight off a starbase in construction before it finishes by spamming nothing but Cobalts or Disciples. The embassy there is no real way to stop without high level civic techs yourself.
That said, the biggest problem I see with this type of strategy is that if you can't project culture you can't "finish the job". This would be a great way to finish off someone who is turtling up around a starbase, but not so much a way to turn back an aggressive attacker, since you probably can't get close to his homeworld with culture anyways. At worst you can knock his income a bit, but he can always receive feed to counteract this.
It's a beta, they fully acknowledged that this would be the status for the first while.
I had a quick go earlier. So far my first impression of this expansion is err... Meh...
I know its not the final product. I will be happy if they stick in a few ships to be honest. I hope that screen shot of a new cap is real
Loved Entrenchment btw.
I play locked teams only. I don't see the point in making allies if all I'm gonna do is kill them all eventually anyway. Btw I made a envoy cruiser, sent it to an enemy homeworld and it would'nt deploy, what am I doing wrong? Also a little dissapointed that the envoy cruiser looks ALOT like the Starbase constructor. Last but not least to the devs.....
Every race does not need the same units. I don't see why the Vasari or Advent have Envoy Cruisers they would not want to talk their way out of this conflict. That's more of a human(tec) tactic. The new Vasari and Advent ships should have been something different. Otherwise still Sins is an all time game favorite, AI make superweapons!
only the tec one looks a bit like a flipped around starbase constructor. or, like a slimmer version of a hw bentusi craft. well, without an empty inner part.
there is a military defense to envoy bombing: offense! just crush the enemy who has concentrated so much on those things quickly enough. this tech does require lvl 4 and a considerable number of fp for any timely result, so that should give you the upper hand in battles.
What is the purpose of this--of splitting the Lobby? I don't see how it could be good for the community in any sort of a way and people with Diplomacy won't be able to tell other online gamers to go buy it.
How do you do it?
nightraider... just please going take your unfunness somewhere else. Everyone knows its unfun... its the "unfun version" which is what the devs called it.
Go back to entrenchment and dont visit till 1.0
well, I played thru my first game (I like to take my time) and I have to say I am impressed with the pirates so far (they could still use more work and I have seen some good suggestions about them around the forums) but the AI is even lamer than before. Now I know there is only so much you can do to get the AI good, but it just seems to still need more work.
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