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Sins Of A Solar Empire

Gledaj da ne budeš na udaru pirata u početku, tj. da uplatiš veći bounty za protivnika nego za tebe, tako da on postane interesantniji piratima.
Što se izgradnje tiče, ja uvek prvo napravim capital ship factory, pošto ti je prvi kapitalni brod besplatan, a čini ti okosnicu flote.
Posle toga napravim par scout-a i pošaljem ih okolo da snime situaciju.
Prva ekspanzija ide na asteroid jer je on najslabije branjen i njegove branioce dobija sigurno tvoj capital ship čak i kada je sam.
Sledeća ekspanzija zavisi od strateške situacije. Gledam koja planeta će biti dobra za granično utvrđivanje. Uvek gledaj da imaš što manje veza sa protivinicima jer ćeš tako imati manje mesta koje treba da braniš. Naravno, bitno je i da obezbediš balansiranu bazu resursa, pa se i prema tome bira šta ćeš sledeće da naseliš.
Za Ice i Volcanic planete ti treba određena tehnologija, pa to treba imati u vidu.
Kada budeš imao nekih 3-4 planete, treba početi sa izgradnjom trade portova da bi se povećao priliv para, a i treba relativno brzo unaprediti infrastrukturu na planetama barem do tog stepena da ne stvaraju gubitke.
Što se tiče odbrane, jako je bitno na planetama koje su potencijalno izložene napadu napraviti barem par odbrambenih topova jer su dosta izdržljivi i mogu da zadrže protivnika taman toliko da tvoja flota stigne i priključi se borbi.
 
ja sam nashao da su pored topova tj tureta kakogdo korisni i oni hangari ako nista kao topovsko meso, plus stavish jednu stanicu za opravljanje i to je to
 
Hangari su jako korisni. Meni oni čine glavninu odbrane jer za razliku od tureta pokrivaju ceo gravity well. Okružiš ih sa par tureta i dodaš jedan do dva repair station-a i imaš utvrđenje koje se ne da zanemariti. Jedino što bombarderi postaju zaista efikasni tek u većim brojevima.
 
malci su bolji od bombardera u vecini slucajeva, bombarderi napadaju samo velike brodove, a malci lovci su za frigatice (citaj dosadne pirate koji smaraju uvek kad ne treba u sistemu koji je 10 minuta od tvoje flote). Dva hangara, repair station, 2 topa (ili vise) i udri. Bar tako ja igram. E sad, ja nisam bas dobar igrac :p (kaze mi drug bolje da stalno krkam pare da pirati napdaju nekog drugog, ali ode bas dosta para na te pirate :S )
 
Odakle ti to da bomberi ne napadaju fregate?
Bomberi napadaju sve što nisu fajteri i bomberi.
Na teško utvrđenim sistemima sam imao po 6-7 hangara.

Pirati postaju prilično nebitni kasnije jer kada je sistem dobro utvrđen nemaju tu šta da traže, a uglavnom se zna gde će napasti tako da možeš tu da pripremiš odbranu.
U početku je dobro potplatiti ih da bi usporio razvoj protivnika, a kasnije je čak dobro pustiti ih malo kod sebe da bi skupio XP za kapitalce na njima ;)
 
nekako sam izdegustirao sve ovo, sad mi jos vise nedostaje singl kampanja :)
 
Odakle ti to da bomberi ne napadaju fregate?
Bomberi napadaju sve što nisu fajteri i bomberi.

Pa, pise: "Effective vs cruisers and capital ships" (ili veoma slicno), ne kazem da to znaci da ne napadaju frigatice, mada, kontra od effective je ineffective. Kako god, par hangara sa lovcima brzo skinu (moras im narediti) siege frigate...
 
E ljudi, posle par partija sa Vesarima, ne mogu vise ni sa kime drugim da igram. One kapije za jump su jednostavno nezamenjive + njihovi capital ships = :zgran: Jeste da su skupi i spori za razvoj kao rasa, ali kasnije u partiji 3 njihova capital ship-a ociste celu flotu od 5 TEC capital shipova sa sve robotic cruiserima. Po meni najveca mana vesaija je sto nemaju malo jace i zanimljivije frigate. recimo, njihove missle frigate (ne znam ime napamet) su skuplje i jadnije od TEC LRM frigata...a bas sam voleo te LRM u pozadini, brdo njih :D Ove Vesarijeve ginu jako lako, ostale su prakticno beskorisne jer su slabe i neinteresatne. Slicna stvar sa kruzerima, sem subversion cruiser-a i onog ratnog velikog, ostali su mi bljak.
Veoma interesatna rasa u svakom slucaju, probajte ako jos niste ;)
 
ja sam kao TEC te njihove kapitalce lako sredjivao i 1:1 a kamo li kada ih imam vise... a jump gate je imba :)
 
Ma njihov Dark Fleet je imba :)
 
ja sam kao TEC te njihove kapitalce lako sredjivao i 1:1 a kamo li kada ih imam vise... a jump gate je imba :)

Pa...veoma je bitno koje capital shipove, onaj prvi battlecruiser class ili sta li je, ima ability da ubrza pucanje za 225% i regeneraciju stitova za 150% na level 3 tog ability-ja, kad je to ukljuceno onda ces ga malo teze namlatiti, naravno zavisi i sta jos ima od supporta okolo, ako je pored njega i carrier koji ima repair drones i evakuator koji ti zvekne one nanobotove sto ti rade 30dmg/sec i -6 armor onda si u teskoj poziciji. Takodje, racunar uglavnom napada vise meta odjednom i pokusava da skine frigatice, a ja uglavnom vodim 20 i vise ravastar frigata, dok on to pobije (carrier ih opravlja stalno) on je dovidjenja. Probaj ti da igras sa njima, mani to kako AI igra...AI cim vidi siege frigatu odma je vija, ja u sistemu pored koga je borba ostavim dve-tri siege frigate pa ako zagusti u borbi onda posaljem jednu u sistem gde je borba, komp krene da se okrece i da je vija, ja ga odvalim za to vreme, ili pobegnem, zavisi...glup je komp (AI), ima mnogo exploita na njegov racun...
 
Za sad vas nista ne razumem, ali imam igru instaliranu i vrlo uskoro cu moci da vas razumem, kad je opletem malo po univerzumu! :D
 
Predlazem ti da prvo provrtis tutorijale.

Hehe, ovaj gresni solarijum, je toliko zarazna igra, covece, osvanuh, nego mrzelo me da idem po tutorialima, pa samo onako klikni ovde, klikni onde, i za sada se snalazim, odbio sam gomilu napada i osvojio sam i jedan asteroid :D Nego jel' igra nema campanju samo odabiras mape i da li moze da se nadje na internetu neka mapa sa vise od tri igraca?
 
Poslednja izmena:
imas u prozoru gde biras mape jedno dugme, pise switch maps ili tako nesto, ti si birao mape iz "Small maps" , ima i medium, large bla bla...
 
Odlicna informacija gx-x, igra je stvarno dobra, nisam verovao da cu opet da igram neku strategiju, i to svemirsku :D Dobra igrica, mogu satima da je igram.
 
Izasao PAtch 1.3

http://forums.sinsofasolarempire.com/303738

• Many new game setup options such as fleet size, pirate options, income rate speeds, build speeds and more
• Players can use the + and – keys in single player to control the game speed
• Improved black market provides a more volatile market
• Players who drop can now be placed by cunning computer AI players
• Vastly improved computer AI
• New difficulty level “Unfair” for really hard core players
• Computer players will surrender
• Improvements to Ironclad Online
• Lots of tweaking and balancing based on feedback
• MUCH more…

We have a lot more updates in the works. The primary purpose of v1.03 was to improve the computer AI and get it to replace dropped players. Once the demo is released, Ironclad and Stardock will be working on v1.04 with even more new features and enhancements.
 
Chagelog je napisao(la):
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Sins of a Solar Empire v1.03 Changelist
---------------------------------------------------------------------------


---------------------------------------------------------------------------
Gameplay / Balance:
---------------------------------------------------------------------------
-New Game Options Screen:
-Locked/Unlocked Teams
-Fleet Size
-Pirates or No Pirates (arrrr!)
-Income Rate Speed
-Build Speed
-Ship Speed
-Research Speed
-Culture Speed

***REMINDER***
-In singleplayer you can accelerate / deccelerate time by pressing the +/- buttons respectively. I'm mentionning it again because this request is coming up a lot even though it was implemented in the v1.02 patch.

-New Market System:
Highlights:
-Random fluctuations in addition to user influence on price.
-Can cause crash or boom by selling/buying too much.
-Known exploits removed.
-Can now buy and sell resources on the market in large increments again.

-Improved Group Phase Jumping for large groups of ships. The group will only wait for 90% of the value of the ships to be ready. The stragglers will follow shortly after. Typically, its only a couple ships that cause the whole operation to stall so this should eliminate the majority of problems.

-Research subjects queued in different fields can now upgrade in parallel.
-Overseer's Nanite Reactive Armor ability can now properly stack heals (but not the armor and max HP bonus).
-Kostura Cannon now only disables enemy units and structures at the target planet as originally intended.
-Autocast for many disabling abilities improved.
-Disciple's Transfer Antimatter no longer targets other Disciples when autocasting.
-Transfer Antimatter can no longer target entities with full antimatter.
-Can't attack unbuilt structures anymore.
-You can now change game options when loading save games.
-Defeated players can no longer give or be given resources in unlocked teams games.
-Defeated players can no longer place bounties in unlocked teams games.
-Fixed unintended halving of galaxy culture coverage in the game statistics. Pop Idol achievement is now actually achievable.
-No pirate maps removed due to new game option to remove pirates.
-Large and Huge random maps split into single and multi star system variants.

-Mission durations increased by 10 mins.
-Mission failure penalties to happiness reduced.
-Rebalanced happiness losses for killing various items (Killing enemy scouts no longer causes a loss of happiness).
-Phase Jump Inhibitors:
-cost reduced slightly.
-slot cost reduced from 3 to 2.
-jump charge rate penalty increase from -250% to -700%.
-Passive allegiance shift rates increased by 100%.
-Allegiance shift rates from culture increased 25%.
-Illuminator, Javelis, Assailant:
-Increased credit cost by approx 10%.
-Increased resource cost by approx 20%.
-Increased range by approx 30%.
-Illuminator and Assailant survivability tuned to be proportional to Javelis's on a per supply basis.
-Siege Frigates:
-Survivability reduced by ~20%.
-Build cost increased by ~25%.
-Supply cost increased from 12 to 15.
-Development Mandate research subject's max level reduced from 2 to 1.
-Tier 1 research times increased approx 40%
-Tier 2 research times increased approx 20%
-All other tiers research times increased 5%


---------------------------------------------------------------------------
Graphics:
---------------------------------------------------------------------------
-Fixed sometimes drastic frame rate drop when chat messages are displayed.


---------------------------------------------------------------------------
Sound / Music:
---------------------------------------------------------------------------
-Sins handles no soundcard now.
-Added sound option for varying music vol in battle.

---------------------------------------------------------------------------
AI:
---------------------------------------------------------------------------
-AI now knows how to surrender (based on time elapsed, relative economy, relative fleet value, resource reserves, and allied strength). Also, an AI player will not surrender if he has a human ally.
-AI is now smarter about retreating and is willing to commit local suicide or accept local Phyrric victories if the global gain is higher and will also factor in local allied forces.
-Fixed various AI researching and building stall outs for the various trees (military in particular).
-Rewrote AI siege building and attack logic.
-Improved AI use of Black Market.
-Autocast for many disabling abilities improved.
-New AI Difficulty "Unfair" that gives the AI a tax income bonus and resource income bonus from resource asteroids (there is no other AI cheating in the game even at the Unfair difficulty level).
-Wide variety of AI upgrades.
-Improve AI taunting.

---------------------------------------------------------------------------
Networking / Multiplayer:
---------------------------------------------------------------------------
-AI will now take over for dropped players.
-You no longer have to kill all a dropped player's planets to win even when the AI takes over for him.

-Unified the in-game and ico chat system. They now share the same irc/wow like commands. Full autocomplete with tab/shift-tab. Autocomplete will attempt to either complete the name field or cycle through the available names.

<command> <name> <message>

Commands:

<none>: send to all
in-game: send to all human players in game.
ico: send to all players in current lobby

/w: whisper
in-game: if player is in game, uses the game chat system (will be recorded), otherwise go through ico.
ico: send directly to player (even if playing a game). tab autocomplete will cycle through all players in channel.

/a: send to all allies
in-game: send to all human allies in game
ico: n/a

/f: send to all ico-friends
in-game: send to all ico-friends, even if they are not in game
ico: send to all friends no matter where they are

/wa: whisper ally
in-game: same as whisper, but tab autocomplete will be constrained to only allies.
ico: n/a

/wf: whisper friend
in-game: same as whisper, but tab autocomplete will be constrained to only ico-friends.
ico: same as whisper, but tab autocomplete will be constrained to only ico-friends.

/r - doesn't take in a name for the second parameter, will send automatically to the last player who send a whisper
in-game same as ico

/wr - allows you to autocomplete with <tab> through all players who have recently sent a whisper.
in-game same as ico

-You can now send whispers to players with spaces in their names by using quotes. Autocomplete properly handles these names.

-Rewrite of ico friend status. all clients are now kept up to date on the current status of every friend at all times. This allows for a more friendly ui, the friend list is colored to show who is logged in/playing games. There are globbal events to notify the user of what friends are doing. This can be disabled like the channel notifications.

-Channel name list now saves the visual and selected state on any change, so it is now possible to select players on busy channels.
-There is now a setting for if the user wants to see "<x> has left/joined channel". checkbox in ico chat screen for controlling the setting.
-Players now leave their chat channels when playing games.
-Players rejoin their old chat channel when quitting a game.
-Quitting a game now brings you back to the lobby screen chat tab instead of the join or create game tab.
-Simplified game filtering.
-Hooked up the ability to change game options for ico games.
-Changed how the lobby screens get their game options so that it will come from the save files when needed.
-ico server now ignores case when searching for games.
-Deep checksumming is now employed before joining multiplayer games (to help avoid crashes and desyncs caused by modded data).


---------------------------------------------------------------------------
UserInterface / HUD:
---------------------------------------------------------------------------
-Added culture flipping planet event.
-Made the use of 'strike craft' when refering to both fighters and bombers more consistent (often just fighters before).
-Various text color updates.
-Improved description of Development Mandate research.


---------------------------------------------------------------------------
Modding:
---------------------------------------------------------------------------
-Can now mod in different textures without copying the entire texture directory.
-Fixed corrupt particle effects when loading mods up%2
0in-game.


---------------------------------------------------------------------------
Misc:
---------------------------------------------------------------------------
-Various crash fixes.
-Game stats infocards now sort by value.
-Game stats now track the number of active units instead of built so that the graphs are more interesting.
-Game stats no longer tracks the number of units lost in combat as this was confusing with number of units killed and the information is now apparent from the number of active units stats.
-Scenario names are now localized, no longer use the filename, but instead use a string inside the file.
-Removed no pirate maps (not needed as its a game option now).
-Other very minor additions and changes.

---------------------------------------------------------------------------

I posto znam da me volite: http://rapidshare.com/files/99081409/Sins_Bonuspack_103_setup.rar

pass:

Kod:
~Rapture~

velicina: 16.48MB

;)
 
Tnx gx-x :)

Vidim da se razvojni tim maksimalno posvetio igri, stvarno je velika lista promena (uglavnom su sve pozitivne). Svidja mi se deo o simultanom istrazivanju tehnologija i efikasnije putovanje flote iz sistema u sistem.
 
Јел игра ко ову игру у лану. Можда да пробамо преко hamachia?
 
Sve odlične i pozitivne promene. Svaka čast Ironclad-u na odličnoj podršci.
Mada čini mi se da nigde nije napomenuto da save-ovi iz 1.02 ne rade na 1.03 ili je možda to meni promaklo.
 
gxx mi te volimo :d
 
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