Darvroth

Darvroth

Joined Last seen Member # 2458332
4 Posts 51 Replies 548 Reputation

The AI opponents trading must be closely balanced or it will be GalCiv all over again, where every AI has every tech and bobble the world has to offer = not fun. The concept is acceptable, but the devil is always in the execution. As to ability ideas minor elemental resistance, one per elemental type 20-40% resistance to that damage type. Major elemental resistance 60-80% resistance. Elemental immunity 100% resistance less other modifications, to one elemental type (fi

105 Replies 353,396 Views

All, One thing I haven't seen discussed WRT random maps (which I support) is on occasion one or more units will be placed in such a way that they can neither attack nor be attacked due to their initial placement. There are obviously variables about unit type and attack range but without a time limit, retreat or some other designed method of concluding a battle such tactical events are unwinnable and in some games unfinishable essentially causing the game to hang. Darvroth&nbsp

469 Replies 1,489,837 Views

Miss one day on the forums..... I fondly remember X-COM, but it could prove tedious trying to hunt down that last elusive alien.... I have not problem with the selection for tactical combat but it will need some improvement, esp as the battles scale up and we still don't know the full impact of the magic system yet. I look forward to the revamped magic system so the different layers of global, large area and tactical spell effects overlap and clash. Imbue hero may turn out to

155 Replies 381,249 Views

For me the deciding factor is the depth and utility of the magic spell tree. It has been extremely limited thus far and had little utility. I expect that to change drastically with the next release. This ties into several other recent threads regarding essence and how it is acquired and and used. I suspect that essence will become a far more important selection for SOVs and champions once embued and then able to cast spells on their own. Time will tell, but I suspect the essence/mana/magic/ex

19 Replies 11,666 Views

Winnihym, This is based on personal observations so there is a probability of error. 1) SOV essence (and heroes and SOV children who have been embued) is the source of mana for spell casting. There are modifiers but I don't think it is worse that 1:1. So a SOV with 25 essence should be able to cast any spells that have a casting cost of 25 mana or less. Note this is a different stat that what is used to determine what spells you can acquire via research. 2) When an NPC

2 Replies 2,090 Views

[quote who="Frogboy" reply="13" id="2617416"] Quoting Darvroth, reply 12 Quoting Frogboy, reply 10 Or it might declare war (or ask for peace) because the data it's using to determine its relations with you is slightly off. I have a distasteful response to this portion of the bad data. It is frustrating beyond belief to have the AI conduct diplomacy via random events. I'd suggest that diplomatic data not

80 Replies 210,019 Views

[quote who="Frogboy" reply="10" id="2617391"] Or it might declare war (or ask for peace) because the data it's using to determine its relations with you is slightly off. [/quote] I have a distasteful response to this portion of the bad data. It is frustrating beyond belief to have the AI conduct diplomacy via random events. I'd suggest that diplomatic data not be included in the bad data for the AI to ensure a more consistent relation to th

80 Replies 210,019 Views

I did notice the AI chose to max out the city at level two..... The housing improvement tech tree, at least for Kingdoms is by far the most important. Without that it is not possible to advance a city past level 3 and have the city be anything other than a collection of huts.... Darvroth

80 Replies 210,019 Views

Brad, Recommend changing pig farms into cattle farms or perhaps a made up beastie. While it may not seem important, the "pig farm" has been done to death already in other games, and perhaps more importantly there are populations on this planet who have an aversion to pork and pork products. Not saying that inclusion will have an impact on future sales, but it should be a consideration. I find it humerous that people will limit themselves to such an extent, but billions do and it obvio

211 Replies 365,439 Views

Devs, Couple items of concern: 1) Auto explore is buggy near coast lines. The path feature also seems to be weird near the coast which leads me to item two. 2) I still think there are some hidden geo features as there are blank spots on the map I can't get units to enter or cross. 3) After embueing a Sov daughter the army she exited disappeared. I found it teleported to the other end of the map. 4) It still takes an aweful lot of houses to adv

84 Replies 235,487 Views

@TobiWahn, Each weapon when fired has a % chance of hitting the target fired at (cap ship special skills seem to be different but do not need to be so). Assume a 1 is always a hit and a 0 is always a miss along a continium. Sins currently to my understanding has with a few cap ship skills effects modifiers set the baseline % chance to hit at 1. One of the strengths of the Minbari is their ECM. % hit of attacks on the Minbari ships are less than 1. This can be ac

5,473 Replies 14,247,659 Views

@TobiWahn, Thankyou, really brings to focus the scope of the work, the current level of progress, and where future efforts lay. Nice looking Apollo. Q: In Sins does each ship have its own collection of sound files? I imagine many (like a weapon effect) could be common to many platforms. Q: As I've read on many threads current Sins sets the hit percentage at or near 100%. Where do you envision the baseline being for SOTYR or is it more race dependent with modifi

5,473 Replies 14,247,659 Views

TobiWahn, A starting list to be sure but it does not capture the effort that is required or sequence the effort. For example each ship requires: modeling, UV, texture, weapon effects, stat modification (balancing) and other associated 2D graphics and probably other things I'm unaware of. The research trees in addition to mapping need to have each tech file written or modded and tested and eventually balanced, and if new effects are needed designed and installed.

5,473 Replies 14,247,659 Views

TobiWahn, I'd love to assist with the tech tree development but I'm cramming grad school into one year. I'll chime back when I'm past the hump and my thesis is well along. So far the focus for the mod seems ship oriented and Steiner-X has done some good work toward various other art/icon bits. I've looked at all the various web sites but don't yet see "the plan" outlining all the areas that require modification from basic Sins. Does it exist in written form? Darvroth</

5,473 Replies 14,247,659 Views

Stardock, I vote for option 2 quoted below: "Expand the race distinctions and provide more assets and code to support players creating their own custom factions made up by their own custom races." Darvrorth

207 Replies 513,481 Views

I also missed the poll. I tend to do most forum reading from the Sins site since it is reasonably well organized and the developer journals rise to the top making it easy to find the new threads. The forum native to Impulse is horrible and I generally avoid it unless looking up issues related to other developers. Haven't visited the official Elemental site in months, but now I see there is a need to. That said, bring on V 1Z4 and let the testing renew. I still experienced the occassional CTD

59 Replies 104,058 Views

Stardock, Very much appreciate the journals. I vote for indepth lore with however many races/factions are needed to get the story across. As I understand it each race has a (single?) set of core compentencies (that have coded things) and each faction (xml options) within that race is a listing of strength and weakness options for variety. Some races will also be a single faction. The real delima then is allocating production budget and time. There is probably more l

104 Replies 206,671 Views

Devs, I noticed several bugs. 1) Library is showing 0/4 spaces and when built crashes. 2) After a save recovery mana refilled but a "not enough mana to cast that spell" error appeared and would not go away even if exiting and reloading the game. 3) There is still an issue with fog of war and mountains. Mountains on my 64 bit Win 7 machine still aren't displaying on occasion. 4) Veteran or tougher troops still don't seem to advance beyond the base 1

73 Replies 134,644 Views

Had several hard lock ups that required remotely closing the game. On the bright side no movement related turn locks were observed. Save games seem stable allowing for continued progress. Cities are vastly improved. Magic still seems to be an all or nothing affair. Since the save games allow for continued progress I vote for Beta 2, esp as Boogie Mac stated they were still bug chasing several items that were known but did not make this patch. Darvroth

73 Replies 134,644 Views

TobiWahn, I see the point. Ok all jumps consume anti-matter but jump gates could add X "energy" for Y seconds making the use of a jump gate energy neutral (with the bonus of a built in recharge period) presuming a ship didn't have enough "energy" on its own prior to the jump. Q: Will all gravity wells begin with jump gates and if not how will they be distributed? Q: How if jump gates have the ownership of a faction are they not targeted by AI controlled fleets and raid

5,473 Replies 14,247,659 Views

TobiWahn, Option 1 works well if ships default to using a gate to make their jumps when one is available, and adds more strategic and economic value to the gates. This will of course allow non-self jump capable ships to delploy only to developed systems. Self-jump capable ships would be the only ones that could explore/raid non developed space and would make make destruction of a jump gate a strategic act. Since there was a universal understanding that jump gates were to every

5,473 Replies 14,247,659 Views