macger

macger

Joined Last seen Member # 4778741
3 Posts 12 Replies 374 Reputation

If I understand correctly, scaling means, instead of a static AI setting, primarily the quantitative supply of resources that is adjusted over time and the resulting fleet size and its equipment - i.e. more or less increasing "acquireable" buffs. That would at least be a partial improvement in the gameplay, but it would be in my opinion not sufficie

11 Replies 16,488 Views

I don't think it's a good idea to get 2 Capital ships right at the beginning because it makes the game far too easy. In my opinion, using survey twice on the main planet is enough to get the exotics for another capital ship. By increasing the collection of credits, metal and crystals, there is also enough time to build the 2nd capital ship. I usually play against unfair AI and have never had problems building a sufficient fleet on medium and large maps. With small maps the problem is more the

2 Replies 6,622 Views

Incidentally, after numerous matches, I rate the AI action programming as simply - to put it nicely - inadequate. Here my explanation: AI only has considerable quantitative advantages (increased research, increased shipbuilding), that's all, hardly any reasonable defense, constantly repeating similar attack routines, no qualitative reaction to what is happening. In my opinion, this is too simple and quickly coded.

11 Replies 16,488 Views

When I play a map for 3 players, 2 of them AIs, each against each other, I can't tell if the two AIs have formed an alliance during the course of the game. The diplomacy menu always shows me the same thing, as both AIs are only marked as opponents. Or is there something I can use to recognize this? In the last game (map TRIAD) I experienced this: both AIs attacked me at the same time, no AI against AI actions, and no indication of an alliance in the diplomacy menu.

5 Replies 13,711 Views

I played Sins of a Solar Empire I for years and loved the best complete mod for Soase I-rebellion in my opinion, the Maelstrom mod: in addition to the base game + 3 new races(Norlamins, Replicators, Trade Alliance) x2 = 6 new exciting factions + new playable pirates faction + some interesting changes. This mod got me so excited that I had the whole StringText translated into German. It would be great if there was a mod like this for Sins 2, because it would allow a whole new g

2 Replies 10,798 Views

I assume that your statements about the Nightmare/Impossible difficulty level were only made on the basis of large maps with several AI opponents. According to my findings, there are 2 important factors that influence/define the level of difficulty: the number of planets/astroids to go to your opponent, the number of planets per player. For a noticeable effectiveness of the difficulty lev

11 Replies 16,488 Views

Ah, I see. I fully agree with your “Ai scaling” suggestion, especially for larger maps. In my opinion, there should also be a scaling depending on the maps: lower AI bonuses for small maps with few planets, higher AI bonuses for larger maps. A few more thoughts on AI: <span lang="EN-US" style="

11 Replies 16,488 Views

Suggested settings for unfair-ai bei 1vs 1 game I have now played the 1 vs 1 map “Return to War” (tec enclave vs tec enclave unfair, aggressive) several times with different unfair-ai settings (in this map both home planets are only 1 large planet away, which makes playing very difficult, the other planets are symmetrically distributed). The following settings for unfair-ai have resulted for me as settings for a challenging, exciting and very difficult game: <li

11 Replies 16,488 Views

I played some 1 vs 1 maps several times as TEC Enclave vs AI-TEC Enclave/Advent unfair, agressive. Some maps can be played extremely close (f.e. Cynosian Rift-AI-TEC Enclave, random 1 vs 1 map) but others (Power Struggle, Return to War, Cynosian Rift>AI-Advent Wrath) are impossible to play. The AI settings are not well balanced in my opinion: the

11 Replies 16,488 Views