Erebus6937

Erebus6937

Joined Member # 7240533
8 Posts 77 Replies 7,860 Reputation

4] Possibility of s cripted AI? Will the AI be modable, even if no AI editor will be made? Can it be modded in terms of weighting build order items, adding tags, or will it be able to follow a scripted build order while making use of the default combat? How much leeway coul

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3] Faction behavior “overrides” Are there plans to enable the AI to make use of the more unique aspects of the playable factions. The examples below aren't exhaustive, but hopefu

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2] Difficulty Context: I haven’t played on difficulties aside from medium (which is the default). I’ll get around to it, but have mostly delayed until the game systems & balance are closer to “finished”. In sins1, I ended up having to use lower difficulties beca

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I am curious as to what the intentions are behind the playstyles, the difficulties & if the AI will be able to lean into the unique traits of the subfactions. I wasn’t sure on how to simplify this down to just a couple of questions, so I opted to flesh out concepts as examples of what I’m inquiring about. <p class="MsoNormal" style="margin-bottom: .0001pt; line-height: normal; tab-s

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Keep in mind that Sins2 is an RTS that lightly dabbles in some 4x ideas. The game can't be won without destroying enemy units/planets. Not sure if that'll change later From my experience in sins1, only the aggressive & defensive AI settings were viable - with defensive being better for the large map games I like to play on. Economic & Research didn't do anything besides serve as fodder.

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I see this as well (build 1.21.12). The math being done doesn't seem to be super consistent- using the Trade Port, Heavy Factory & Autocannon Defense Platform I see the %-reduction span across [8%, 9.33%] for the cost reductions. It is listed as a 10% drop though (poking around the research entity file). Edit: checked this on TEC Loyalist homeworld at game start; so no planet bonus shennanigans are occurring.

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I figured that if sins was to have a campaign, it'd be done in the form of a long tutorial, at least for war years 0-35. Smarti12's outline is basically what I envisioned: Planet colonizing, development & militia clearing as Trade order initial map is 2 player size. ends after 100% colonization victory research tree is grayed out so only planet unlocks, income upgrades are available tooltips focused on planet building via tracks &

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Appendix) Previous requests compilation: The following have already been submitted in previous sitreps, but I still think they would be beneficial to the game. This is just me being a squeaky wheel. <p class="MsoNormal" style="margin-bottom: .00

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5) Requests 5.1) Expand the pre-game lobby text to feature the differences between TEC, Advent & Vasari. For rough mock-ups: Vasari <img src="https://cdn.stardock.us/forums/72/40/7240533/f9f5d5e6-c8d7-4b7f-9337-

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3) Artwork/Visuals/Other 3.1) They’re looking great! After the updates it looks like most of the icons are ready <p class="MsoNormal" style="margin-bottom: .0001pt; line-height: nor

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2) Balance ( Preface: I don’t play Sins2 in the competitive sense. I still have a ton of lingering habits from sins1 I’m ‘updating’ still) <p class="MsoNormal" style="margin-bot

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Everything I write here is intended to be a suggestion/idea – please don’t read this as if it’s a list of demands. My aim is to provide feedback in a constructive tone, which can be difficult via text. I’m not sure if you’ll want any sit-re

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The Sins2 AI is still mostly placeholder while they flesh out the new mechanics/systems; they have done a couple of passes on it but nothing in-depth yet. When the game releases later this summer (current plan, last I heard), the AI should be in a functional state then. We can still give wishlist-type feedback in the meantime.

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[quote who="Shadowhal" reply="18" id="3929533"] On customisable cruisers - kind of reminds me of the enchantment system in AoW4 or even the Mods system in AoW: Planetfall. 4 is more high-level in that all units of a class (e.g. all shield or all archer units) get the enchantment, whereas in Planetfall it was specific to that unit type (e.g. all assault troopers, all laser tanks; I simplify slightly). While many players liked the latter variant, I found it too complex for my taste (and ma

19 Replies 49,988 Views

I don't agree with the notion that Sins2 " requires more units " because it has a "2" at the end of it; nor do I understand the notion of " new games must have more units ". This said, I am curious as to which roles/units are still thought to be missing from sins2. I don't think sins2 has progressed past sins:rebellion (story wise); it strikes me as a "revision 2". I'd assume that future expansions are most likely to introduce new units (story wise, because the factions get a ch

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For me, the Kols always seem inclined to go charging in way ahead of the rest of the fleet and aggro everything unto them the second I look away & I like the shield effect too. The experimental beam just isn't that impressive to me damage wise, plus with it being an ability it doesn't get improved by the beam research or by any of the weapon stat boosts. The gauss turrets have the same pierce, better range, get improved by some ship components/research and don't need antimatter. F

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