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Titans

The Titan Discussion Thread

By on February 3, 2012 4:54:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums External Link

LupusVir

Join Date 01/2012
+4

Please post whatever you want Titans to be able to do, as well as other Titan ideas and/or topics.

 EDIT:  The Beta is out, with more soon to follow.  This thread used to be for what we wanted Titans to be, but now it is for what they are.  Post what you think about the Titans.  (everything before page four is from before the beta came out)

EDIT 2:  The Beta is long over, but the balancing and tweaks have just begun.  This thread began as an idea and news thread primarily, and then it was for what the Titans were, and how they could be improved.  Now, it is a thread for Titan counters, opinions about abilities, and things like that.  Anything Titan.

 

Sins of a Solar Empire: Rebellion Picture

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February 16, 2012 11:00:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Plug for possible Sins roleplaying game.

Okay, back to OP

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February 19, 2012 10:16:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The advent Titan should be able to deploy a "comunications jammer" in a gravity well.  It stops the spread of enemy culture completely.  It doesn't just repel it with friendly culture, like others say the advent Titan should (because it should).  I know that a broadcast staion "stops" enemy culture, but it doesn't really.  If they had more broadcast stations than you do, their culture would bypass yours.  The communications jammer cuts off enemy culture from passing through the gravity well.  Friendly culture does not come from this building.  It does not help push enemy culture away from the gravity well.  Wadduyathink?

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February 21, 2012 12:09:06 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

 

 

Hmmm, I think I found the perfect Titan for the Vasari...  It eats planets

 

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February 21, 2012 12:18:17 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

OMG that's epic!

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February 22, 2012 1:29:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting LupusVir,

Quoting Mew1, reply 22Vasari Titans:

1) "Returning Armada" at any time and anywhere (near titan).


I like this idea. what we need is a couple of good ones for TEC.  I dont think that the TEC Rebels should have other races powers.  They should embrace something completely new.

 

Finally, the Vasari: the hyper-aggressive Loyalists can no longer sit still and wait for the still-unnamed threat that chased them into TEC space to catch up with them, so they're focused on mobility. They can upgrade their capital ships to produce money, supply, and research, and their Titan can function as a mobile capital world (and also summon Dark Fleet ships). Once they have that, they have no more need for planets, so they can strip them of every shred of resources and leave behind nothing but a dead, uninhabitable asteroid. They're the only faction that's able to keep on fighting with no colonized planets at all. Frazer says it's a risky strategy, though -- you have to be on strong economic footing to successfully pull up your roots, so you can't do it too early.

 

http://pc.gamespy.com/pc/sins-of-a-solar-empire-rebellion/1219036p1.html

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February 22, 2012 3:47:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Mew1,

Quoting LupusVir, reply 23
Quoting Mew1, reply 22Vasari Titans:

1) "Returning Armada" at any time and anywhere (near titan).


I like this idea. what we need is a couple of good ones for TEC.  I dont think that the TEC Rebels should have other races powers.  They should embrace something completely new.

 

Finally, the Vasari: the hyper-aggressive Loyalists can no longer sit still and wait for the still-unnamed threat that chased them into TEC space to catch up with them, so they're focused on mobility. They can upgrade their capital ships to produce money, supply, and research, and their Titan can function as a mobile capital world (and also summon Dark Fleet ships). Once they have that, they have no more need for planets, so they can strip them of every shred of resources and leave behind nothing but a dead, uninhabitable asteroid. They're the only faction that's able to keep on fighting with no colonized planets at all. Frazer says it's a risky strategy, though -- you have to be on strong economic footing to successfully pull up your roots, so you can't do it too early.

 



http://pc.gamespy.com/pc/sins-of-a-solar-empire-rebellion/1219036p1.html
 I pity the poor smow who tries this to early only to be over run.

 

But the question is which Titan is it? The crazy starfish they've showed us or some other massive monstrosity?

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February 22, 2012 5:32:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'm not a big fan of the starfish shape.... If modding is improved in this release, I think I'm going to make that planet eating ship in Sins.  I'll just fold it legs in front and leave a nice big mouth to chew on planets for afar

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February 25, 2012 11:59:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I have never tried modding.  I have never even downloaded any mods.  What do they do to the code that the game has?  Right now, for me, they are shrouded in mystery and are unknown.  Please enlighten me, so that my face can be like this:

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February 26, 2012 12:47:31 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Go to the mods section, and find a mod that looks interesting.  Follow the instructions, activate it in the game menu, and be

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February 26, 2012 9:56:13 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

From amazement:   to happiness:   to love of the mod:

Is that it?

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February 26, 2012 12:53:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Depends on what kind of mod you're looking for.  Some radically change the base game like Equilibrium and Distant Stars, Sins of a Galactic Empire and Stargate: Invasion are total conversions, and Sins of the Fallen is a content-expansion mod that stays close to the basic Sins balance and preserves the original races.

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February 26, 2012 2:59:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SpardaSon21,
Depends on what kind of mod you're looking for.  Some radically change the base game like Equilibrium and Distant Stars, Sins of a Galactic Empire and Stargate: Invasion are total conversions, and Sins of the Fallen is a content-expansion mod that stays close to the basic Sins balance and preserves the original races.

That about sums it up. 

Visit Rick's galaxy and moddb to look at some of the mods that are released and those that are works in progress. 

http://ricksgalaxy.homestead.com/links.html

http://www.moddb.com/games/sins-of-a-solar-empire/mods

 

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February 26, 2012 3:07:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting LupusVir,
From amazement:   to happiness:   to love of the mod:

Is that it?

 

yup, you got it figured out

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February 27, 2012 5:01:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Okay, well what about the code that makes up the game?  Are those changed permenatly?  Or can I activate the mods like I can with DLC?  Like, turn them on and off?  I need answers.

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February 27, 2012 7:20:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You can enable and disable mods easily in the Mods panel of the games' main menu. Your games source code will remain unchanged, because modified files are located elsewhere on your computer. So no need to worry about files being overwritten.

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February 27, 2012 10:27:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What kind of mods are there?  Cool units?  Abilities?  Guass cannons shooting space ponies?  Anything people can think to invent?

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February 27, 2012 10:46:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting LupusVir,
What kind of mods are there? Cool units? Abilities? Guass cannons shooting space ponies? Anything people can think to invent?

From biggest to smallest.

The total conversion mods (Sins of a Galactic Empire, Sacrifice of Angels 2) have taken out the base factions and replaced them with their own factions, units and abilities that can play quite different from normal Sins.

Other mods like Star Wars: Requiem and Maelstrom add new factions/units/abilities etc. within the framework of the original game.

Gameplay mods like Distant Stars and Enhanced 4X Mod add new content to the existing races but don't add any new factions.

More specific mods like bailknight's graphic mod or Sins Plus add new graphics/planets without changing anything else (these mods are often included in the bigger mods).

Quoting ZombiesRus5,
ttp://ricksgalaxy.homestead.com/links.html

This is probably the best list of currently released mods out there, but like anywhere you'll need to make sure they've been kept up to date.

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February 28, 2012 10:26:57 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Rebel Vasari Titan:
1) The ability to jump at any phase well (without a navy escort.)
2) The acceleration of the phase jump to accompany the fleet.

3) Disable "input" and "output" of the gravity well for some time.


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February 28, 2012 5:55:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks, Geofan.

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March 8, 2012 2:43:56 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Advent Titans:

A random number of ships (frigates, corvettes, bombers, fighters, .. maybe even capital ships) and buildings (guns, hangars, etc.) pass time under the control of Advent. It can be combined with the capture of the planet.

Случайное число кораблей (фрегаты, корветы, бомбардировщики, истребители, .. возможно даже основные корабли) и зданий (пушки, ангары и прочие) переходят ВРЕМЕННО под контроль Advent. Это можно совместить с захватом планеты.

Advent is good in the hangars. I think one of the Titans will be strong as an aircraft carrier. Then it can be the ability to "support for Homing Mines" to strengthen and add the Titan.

( Hangar Defense can build Homing Mines Squadrons that can deploy into Homing Mine fields)

Advent хороши в ангарах. Думаю один из Титанов будет силён как авианосец. Тогда можно умение "производство самонаводящихся мин" усилить и добавить Титану.


Auto resurrection. In the capital ship Advent is the ability to resurrect. Can you add him as a Titan? For example, after the death of titanium absorbs all nearby allied ships standard (non-capital ships) and restored (to recharge the ability to take time). Or, after building anew, he already has gained previous experience. Or is he at the time of death is able to shoot themselves in the other phase well (the Union), and resurrect it.

Авто воскрешение. У столичного корабля Advent есть умение воскрешения. Можно ли его как то добавить Титану? К примеру Титан после гибели поглощает все находящиеся рядом обычные союзные суда (не столичные корабли) и восстанавливается (для перезарядки способности нужно время). Или после постройки заново он уже имеет накопленный ранее опыт. Или он в момент гибели способен выстреливать собой в другой фазовый колодец (союзный) и там воскрешаться.

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March 8, 2012 4:07:57 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Vasari Titans:

Immersion objective (friendly or hostile. Or even the Titan) in the subspace. In the example of the enemy base, or an enemy Titan, or yourself (for healing and regrouping).
Погружение цели (дружеской или враждебной. или даже самого Титана) в подпространство. На пример вражескую базу, или вражеского Титана, или самого себя (для залечивания ран и перегруппировки).


Passive absorption of antimatter surrounding the enemy ships.

Пассивно поглощать антиматерию из окружающих вражеских кораблей.

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March 8, 2012 4:34:37 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Seleuceia,
Still want to see the black hole spawner....could call it "Singularity Inducer"...targets a frigate, creates a temporary black hole that sucks in/destroys frigates and/or SC, has the "opposite" effect of Repulsion basically...

Another interesting thing might be a "Time Dilation Field" or something...all ships (maybe all, or maybe just enemy) receive massive penalties to speed, weapon cooldown, and ability cooldown to simulate the slowing of time...it's utility would be comparable to armistice in that it buys you time to get reinforcements or whatever...

 

I'm just not seeing anything in Rebellion that other mods haven't already done and with less complexity.  Black holes, Spatial Rifts, Spawning fleets, time dilation, capturing frigs/caps/modules, dedicated anti-starbase ships that can phase out starbases, area affect weapon rof/range nerfs, and oh dear... abilities that render the enemy impotent with fear...  Nope, no mods have ever done that

  damn, did I just say that out loud?  Oh well, modders will just get hold of Rebellion and mod the hell out of it or take the meshes, rewrite the hardpointing and put them in Entrechment/Diplomacy before serious modding of Rebellion happens.



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March 8, 2012 3:22:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SemazRalan,
Oh well, modders will just get hold of Rebellion and mod the hell out of it or take the meshes, rewrite the hardpointing and put them in Entrechment/Diplomacy before serious modding of Rebellion happens.
I guess the dev's will not be happy if you take the meshes from Rebellion and put them into a mod for Trinity. They might even go to court for something like that.

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March 8, 2012 7:32:35 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I haven't seen that they have forbidden using Rebellion meshes/textures in Trinity.  I'll open a new thread here in Rebellion asking just that.

Someone from StarClad respond on this now because I for one plan to just to do it. 

 

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March 9, 2012 7:05:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

A channeling ability to shut down a phase lane might be cool. But the titan shouldn't be able to do anything else while its doing this, and it has to be on one side of the gravity well. Let it not take any antimatter to channel, but have an initial cost. Would be cool for changing the map (at a great cost, since if the enemy is going to attack you somewhere else instead, your titan is still somewhere else channeling!

Dont know who I would give it to, just sounds neat. And make that grav well immune to the vasari thing that makes a lane.

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