As most of us know, there are two main communities in Sins of a Solar Empire, one for multiplayer and one for modding. Bar the occasional group of friends playing a mod on ICO together however, these two communities rarely interact with each other, besides occasional discussions of game balance.
Therefore I propose a little icebreaker in the true Sins fashion, complete with the typical disintegration of metal, screams of nuked worlds, and if we're lucky even the rare space pony sighting, that we've all come to know and love, regardless of which form of Sins we get most of our entertainment from. Yes, I think its time for the first ever Pro Player vs Modders MP game!
Of course as we are meeting in the Pro player's home court, I think in the interest of a semi-interesting game the modders will need a team advantage of some sort. Any ideas on the exact number of players on each team as well as the best time to arrange this will be welcome (I'd guess sometime on Thanksgiving weekend). And of course, if you're interested do let us know.
I'd like to have one pro player sort of be in charge of the logistics of making the game who promises to be there, presumably if any of the other pros don't show we can find substitutes at the game launch. As modders don't often log on to ICO don't commit unless you're sure you can make it at whatever time we agree on. Also if possible I think it would be nice for as many different mods as possible to be represented, but obviously filling the roster comes first.
Results:
Game 1 (4v4)
Auqia versus modders youtube
Modders FFA youtube
Replays
I do both at the same time.I dont upgrade logistic slots on planets I rather invest in trade line unless i got some spare cash.....
Hey Greg, sorry if you said this already but do you want to be in the second game? Anyone else who wants to play and isn't on the list please post.
Draak puzzled me:
Your playing pros yet he went for a kol and sova: Why not 2 sovas with bombers to counter the advent's powerful flak?
Learn to build more than 2 repair platforms if your facing Auqia or any pro.
Second there was a time draak built flak to counter flak-- I gave up on him.
Don't dance around Auqia using the tec lrm because Auqia is dancing around you with flak. Defense vessels dont need to focus fire because they have multidirection firing so can do massive amounts of dps on the move.
Its advents best technique to never stay still with flak and illuminators. Really difficult to take down.
Next time build light frigates. Coupled with repair platforms so the dammage done to u is minimal even as you jump back and forth for quick repairs.
Lastly Auqia was messing around by picking a revelation as his starter. He could have raped u with 2 halcyons. He was being nice. However It was nice to hear people screaming in pain at Draaks planets when the revelation used hysteria. Really entertaining.
As for howthe? well -lol - he was just being silly trying to get his egg at level 6 or something. We need more matches to challenge these kind of insults. I wish i could play but my ping is F'd so im stuck with Lan and friends.
Overall it was a good game. Well done.
People were thinking of ways to make the game more fair since it was originally going to be a 4v6, and one of the ideas was for all the pros to start as Advent and pick a revelation as the starting cap. None of those ideas ended up happening but Auqia was a good sport and did it anyways.
In the second game I just put up he went double Halcyon and a Progen.
They're modders (not pros) for a reason...
Yeah, it would be helpful for them to understand what ship(s) counters what...
http://www.mediafire.com/?l4ojbcci0254ar9
We get out kicks out of different things than the pros do. The real truth is that we have a blast even if we lose. I do anyways.
I do also.
Though I AM working on being more competitive...
The 'other game' is a 1 vs 3 though? What could possibly be interesting about it? I hadn't much to say about the pro team because they weren't really trying, as your team weren't good enough to stop mass LRF. I dont want to be too critical, its an excellent idea to have organised games, the ICO community has done itself few favours with its persistent failure to support the game and help the developers. Tyr posted a few replays and Star organised a single small tournament a while back, but these sort of initiatives have been few and far between. Regular Saturday or Sunday night games with pre-announced teams or singles matches and posted replays would be a huge improvement. The modders deserve some respect for being willing to have their replays posted up for all to see.
However I doubt that a second 4s or 5s would be any more useful in this case as the pros are far too good for you. This became obvious about thirty minutes into the game, when you should have resigned, saving 45 mins of gaming time. This is where the pro players were really nice about the game, it would not be the same in a normal ICO game, where you would also get kicked from 5s afterwards for being crap and not resigning. Its not as if this was necessarily going to happen either, as you were somewhat of an unknown quantity. A 'modders' team comprised of the likes of Zombies, Sel, Darvin and Whip might have been a much tougher test for the pros- and if ICO is to be represented by their best, why not have the best modders as well? But if you stick to the current lineup a 'modders' vs 'nobodies' game might be more competitive- and fun? Or why not have a modders vs modders game to establish the best players?
Some further points on the original game:
-Mech really had a sweet spot with an easy ice, a couple of neutral extractors right next to him, then another roid leading into the desert and a final volcanic for a huge trade route. However he opted to colonise his roid with his cap, and didn't use the 'skilled' method until he hit the desert, by which time he already had four planets. It seems possible that under any sort of pressure he would have taken the roid with a colony frigates and the ice with a turret. This would have cost him a further colony frigate and two turrets, and he would have missed a free extractor from his colony capital- which is almost 1200 credits plus resources very early in the game. So it should be clear that less skilled players suffer heavily from an enlarged map.
-Auqia was obviously cheating, the point of starting with a Revelation is lost if you make up for it by producing a second cap straight away. He moved the Revelation around as a sort of super-scout, while Star pretended to instruct him on its usefulness, presumably for the benefit of anyone watching the replay. Had it been the only cap he had it would have been far less useful, as it would just have had to flee without ever being able to use its abilities. It really is a rubbish ship, like you might imagine a siege capital without any siege abilities until its ultimate would be. Even its ultimate is still shite. Star was 'teaching' Auqia that Reverie was like Ion Bolt but for longer while leaving the target invulnerable, or it would be overpowered. Well Auqia the ultimate is like the Vasari colony cap ultimate, except you get no resources from it... The ultimate should oneshot planets, to make up for the lack of any siege ability otherwise. It is channelled, after all, and takes a long time to use.
-When How was attacking Krdax 's starbase, it reminded me of the AI attacking starbases, as How used his Egg to tank for his LRF, though obviously How isn't too stupid to remove his capital before it gets seriously damaged. Perhaps just teaching the AI to withdraw its capitals when damaged would go a long way to solving the starbase problem?
Again though, it is good just to have some sort of organised game, of almost any quality. Perhaps a small 4s tournament would be good. I'm not against team games per se, though I would expect that 1s should be the most important for balance, but I am against the pug 5s on random maps that have done so much harm to the game. A Saturday or Sunday night 3s or 4s league running over a few weeks could be huge in terms to game development. Its a pity that the clans that we have are so much about guessing each others smurfs and haven't taken any part in helping to structure the game. Every other RTS out there has decent matchmaking, a ladder of some sort, a limited and evolving map pool and the odd tournament. Sins could use all of those. What the game cant provide for the moment could easily be made up by the players, if they made the effort. Also the devs could help with a few hints on what they intend to do to multiplayer with Rebellion....
As I said before currently I'm stuck with 10 y'o laptop. I would love to play but if game goes beyond 1h limit my CPU will probably reach 100% and cause lag. I don't think players in the game would appreciate that.
On another note I just took my desktop PC apart. Water pump 30% of neoprene anti vibration pad and all the cables were completely melted. WTF was going on in there.
PVC reservoir that sits above the pump is blackened a bit on the side. It looks like I had a fire in my PC case and I was lucky my house didn't burned down.
Hey All
I watched the replay.
Any reason why this game was not played using a mod, which the modders would be more familiar with?
I suggest 4v6 on the next game and if pros win try 3v7
jesus christ. Your alive JJ.
I play 1 or 2 games a week. Sometimes comp stomps when Im doing other things so I dont have to concentrate so hard. Lots of new players lately. Must be due to steam.
We didn't play a mod cause we're working up to that. Probably going to give vanilla another go, maybe two, before we do a mod match.
You're missing the point. These matches are just a sort of community fun thing, and to encourage some modders like myself, and maybe some of the people who play our mods (as until recently the number of ICO players was barely a speck of mod players) who would otherwise never play on ICO.
The second game was in a sense just to see if some of the boasts that a single pro could take on two or three "noobs held true", and because there were no other games going on. Also I think we all played better on that one, and not just because we somehow won at the end.
Going with the Revelation was not something agreed on, just something suggested before the game. He didn't have to build a Revelation at all.
Is Darvin actually a modder? He's discussed them a bit, especially the balance mod we tried to make, but I've never seen him actually release one. ZombieRus and Seleucia are aware of this thread but haven't been able to play for various reasons. Whose is whip? I feel like I remember him from somewhere...
Nice to see you again JJ. I hope after we finally get a 4v6 game some ICO regulars will be willing to try a mod game. Problem is I don't think a lot of modders necessarily play each others mods (I haven't played 7DS or Distant Stars in their current forms), so I think it would be more amusing to have a modder whose not playing get a mod no one has (to his knowledge) played before, so all the players are in a sense having to learn as they go.
Yup, that's what will hopefully happen, if we can even get six modders before saturday. I know this will seal our doom, but are you interested in joining the fun.
Yeah I can join a game this week. Just tell me when to be on. Still a little rusty
Last game was fun in SM kind of way, so count me in for next one.
Hmm.. but then I'm not missing the point, surely? If it was a community fun thing then why watch the replay? Also, any player would play better with 3 vs 1 odds. And Auqia obviously cheated in the first game, it was blatant. He is his own best judge on the matter.
If JJ is going to play you should make him captain of the modders, that'll be just like old times for him, welcome back. I'm sure he'll thank me for the suggestion, serves him right for smurfing though.
I suppose it depends on what you consider to be a modder. Darvin certainly helped Sel with the testing of the mods Sel released as well as the concepts behind them, though they never formed an official 'team.' Also Darvin assembled the community mappack, and for most RTS games maps are considered mods. I would say that maps require a much more thorough knowledge of the game than mods- for instance, an explosion mod or new skin might require a great deal of modding skill without implying any actual ability to play, no? [DT]-Whip was a major contributor to the community mappack. Even JJ has some right to be considered a modder, after all it was his series of tests of the Illuminator which revealed that it was bugged. If your mod is so good that it makes it into the gamre straight away that doesn't stop you being a modder? I would say that a 'modder' should be anyone who invests significant time into understanding the coding of the game rather than simply increasing their skill by playing it as it is.
It might be obvious but I have to confirm that I have a limited appreciation of the mods currently released for Sins. I have never been keen on themed mods, like making every game into Star Wars. New graphics aren't very interesting either. When I have asked, the mods I would like such as AI mods or some work on the broken diplomacy system seem to prove impossible to make. And too many mods are poorly-tested complete revamps, where I prefer very limited mods- like lets add 2-3 new gravwell types and see how the game is affected, or make 'space monsters' or other new militia types. Distant Stars possibly, with its super-powered capitals, though it is not a concept that appeals to me, a sort of Moba-creep style Sins. I would suggest Distant Stars as the mod for any mod game, though, it seems the most likely one to be workable.
Also, I would expect any competent modder to have a decent ability to play the game, I can't understand why a noob mod would 'work'. Obviously I wouldn't want to affect anyone's fun, after all there are many very silly games played on the net! However when it comes to balance work on the basic game I feel very strongly that only those who understand the game well enough to play it at the top level should have any real say. After all, single player games can always be modded, they dont rely on the game as given, unlike multiplayer.
Well, it showed you guys knew how to win in a 3v1 in random medium.
Then again, that's often to basically spam units and send them towards the enemy, overwhelming them with numbers...
Whip is DirtySanchezz. I don't think he's a modder though, nor is Darvin...?
Aside from taking in people's input to determine the best balance, there are some of us that work on aspects not directly related to gameplay. I, for example, work on the 2-D art, so you now have buttons to discern new fighter types apart without having to stop and read the little UI tags.
"Whip is DirtySanchezz. I don't think he's a modder though, nor is Darvin...?"
Dunno about Darvin, but I'm sure DirtySanchezz isn't.
I have company in this week, so JJ can take my spot (or anyone else).
Whether y'all would consider me a modder is up to you...
I did work on Project Equilibrium with Darvin and others, but had to put it on hold because 1) I was simultaneously modding GC:II (ToA) and SMAC/X and 2) classes limited my ability to play test with people on ICO (something I feel is extremely important to any successful mod)...
In general, the project fell apart...not being a pro ICO player, I didn't have the credibility to get a lot of people on board, and there were some philosophical differences on what liberties a "balance mod" could take...
I am ever so slowly working on a very comprehensive mod...one could call it a balance mod, but I have taken a lot of liberty in what changes I'm making...I have not released anything because 1) as a matter of principal, I want to release a final product with a decent amount of playtesting and 2) when I do release it, I want to be immediately available for playtesting (something not possible during this semester)....
My plan is to try and release something over Christmas break, and use that time to playtest more extensively...this last game would not have worked for me even if I was invited (too busy), but fridays/saturdays in general are pretty open...as much as I bitch about faster unmodded (read: unbalanced) games on ICO, I really do want to get back into MP other than LAN games with the same people...
Because people asked for the replays, and if getting some more attention to ICO is a goal, for promoting it, even if non ICO pros getting utterly owned may not be the best way to do that. If you don't find watching these things fun (and since you seem to like things from a purely strategic view), don't watch them.
As much as that would help us, the vast majority of people know him as a pro, so if everyone shows up I think he'll have to stick with the pro team, no matter how much he could use another loss on his main.
How could he be cheating if there were no rules?
That is true, if Darvin did want to play we'd certainly take him. Though since maps can be made with the galaxy forge without any really modding knowledge outside of this I might not say so, depending if he did anything except advise Seleucia.
Some people do play this game for things besides gameplay, even though I realize you don't. Many including me can have quite a good time just watching the space battles, in which case mods for every Sci-fi series ever and graphics mods are quite important. Though many of these mods also create their own mechanics, something as simple to reworked pirates or culture to a respawning super capitalship in Zombies mod.
Ironclad has sadly made the AI almost untouchable by modders (Dawn of Victory, a mod you may approve of, has changed so many mechanics that the AI no longer knows how to do much of anything), and few people care about Diplomacy enough to justify what limited things we could do to it (since its mostly an AI problem still). Being a good modder with this game is largely being extremely creative in how you use what limited resources you have.
I never said it was an achievement to be proud of, and honestly I don't care enough to spend much time practicing on moving my units in such a way so that the pathfinding is less horrible. Though maybe I'll get better at it if I do too many more of these despite myself...
I did work on Project Equilibrium with Darvin and others, but had to put it on hold because 1) I was simultaneously modding GC:II (ToA) and SMAC/X and 2) classes limited my ability to play test with people on ICO (something I feel is extremely important to any successful mod)
Well you have a released mod to your credit (even if unfinished), so I think that more than qualifies you. If you want in on this game just say the word. I think we'll try for 7:00 PM EST on Saturday again, unless there is some other time that works for most people, but as Sparda is on pacific time and Mecha is in Europe we don't have a lot of hours that work for everyone.
If you think it's unbalanced then go ahead and take advantage of it and abuse whatever you think is OP to your heart's content on ICO. Everyone else (well, nearly) does their best to maximize their chances of winning, after all.
Besides, if you're playing pros, you'll need whatever advantage you can get (although the pros are certainly prepared for whatever strategy anyone throws at them).
Please consider fixing this for Sins 2 or something, Ironclad?
Hey, it shows that you guys have some idea of what you're doing, which is more than can be said of some on ICO.
It's not that I can't take advantage of "questionable" elements...it's just that I prefer playing with a modded version...
I don't like the idea that of all ships, scout frigates are the most essential to expansion...I mean, sure it clearly works and is viable to any player...but I think it is sort of silly...then there are the marginalized elements like culture, many civ technologies, and certain support ships...
I like playing a game where I can open with any capital ship, build refineries as much as trade ports, or play as any faction without gimping myself...
It just surprises me that making a graphics mod entitles you to be a modder and making a new map for the game doesn't. It seems very elitist. Particle Forge is in and Galaxy Forge is out, obviously! Serious? However perhaps the 'mappers' should have their own team. Star released a map once, I can prove it....
Also.. watching the pretty explosions in a 3 vs 1 is so much better than watching the explosions in SP or a more even 4 vs 4?? I just dont get this. What are you talking about? As was pointed out, 3 vs 1 you can just be overwhelmed by numbers, what is supposed to be interesting about it?
How can you cheat if there are no rules? Well you could be cheating your own society, just look at the story of the Icelandic bankers. Civilised chaps just don't announce that they will play with Revelations and then build Halcyons, you should know that. What club, eh?
I cannot really see mod-making being that possible without some sort of solution to the AI issues, if I seem very skeptical of mods it is because I am. Like everyone else I hope something is worked out. There was a pure graphics mod, wasn't there? Is that up-to-date, because I'm sure the pros could test that one out. Maybe the pros could use a crib sheet for the mods available, to help them choose a suitable one? I'm not up to date, I know. How many mods work with 1.34?
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