View Full Version : RTSguru Sins of a Solar Empire

01-11-2012, 10:50 AM
RTSguru Sins of a Solar Empire Community

Original post found here (http://forums.sinsofasolarempire.com/415065)

A few weeks RTSguru.com was taking your questions that would be asked of the Sins of a Solar Empire dev team, and today they have posted the Q&A!

What sorts of AI improvements will we be seeing?

We’re working on a number of things with the AI that spans many areas ranging from improved autocasting, to better movement code, plus making it possible for the AI to handle our new victory conditions and more. For existing players it’ll likely be more noticeable as a “sum of the parts” than many huge shifts.

Read the full Q&A at RTSguru (http://www.rtsguru.com/game/197/article/1800/Sins-of-a-Solar-Empire-Rebellion-Community-QA.html)!

01-11-2012, 11:49 AM
The AI for Sins is pretty good as far as AI goes, but playing the AI will always be an inferior strategic experience compared to the challenge of playing against live human opponents in online multiplayer.

01-11-2012, 02:34 PM
I think part of this statement is fixing broken abilities like the drunken sailors piloting the Domina's as well as the way ships and fleets move in the gravity well. These type of changes will benefit both online and offline play.

The victory conditions might prove for some interesting online games too depending on how they shake out.

01-11-2012, 06:13 PM
Will the game use more than one cpu core would be a good one.

01-12-2012, 02:24 AM
I like the thing about the two new victory conditions. More strategy to be researched : D