Raymundus

Raymundus

Joined Member # 3022836
14 Posts 159 Replies 287 Reputation

I was all about the Vasari before, and will probably continue to do so now. While I really like the changes to the TEC (multiple starbases per well for one faction and the auto-reinforcements for the other are massive gameplay changers), the idea of being able to jump a starbase in alongside my titan as a Vasari in Rebellion is too cool to pass up. I was never crazy about the Advent before, and I am not 100% sold on how well their titans will supp

27 Replies 35,732 Views

There is nothing wrong with the theme of the Advent titans. As you say, both are quite obviously based around their Unity beliefs. I actually like the halo-ish aspect of the Loyalists and the winged aspect of the Rebels. But having a disc/halo thing on their winged Rebel ship just seems excessive to me, and makes the disc-concept less special overall. Compare to the TEC ships. The TEC ships are obviously themed around one having huge armored shields (Loyalists)&

81 Replies 240,893 Views

[quote who="Timmaigh" reply="65" id="3102301"]I think, they should remove that saucer part of the Rebel Advent titan and those hideous "ornaments" - whatever it is. Then it will look decent.[/quote] The design on the saucer bugs me more than anything for some odd reason. In the concept art it is not so bad, one could imaigne it to be a bridge or a power generator or dish of some sort, but seeing it on the model covered in filigree makes it look too ornamental, not functional enough.</

81 Replies 240,893 Views

I was not disappointed by the designs, I certainly do not think any of them look horrible. But I was surprised at a few of the designs. The Vasari Rebel ship (the "flower") came as a shock compared to their loyalist ship. Since their Loyalists are the ones that eat entire planets I was expecting the Loyalist ship to be the stranger of the two (it reminds me a little of their Orkulus starbases so I was expecting it to get the devour/vortex ability). I kind of w

21 Replies 17,721 Views

I am really not a fan of these suggestions to push the titans further down the tech tree. Ideas about increasing fleet/crew usage, increasing tech requirements, level requirements on cap ships or flat out time delays beforehand, etc. Titans are one of the most fun things to happen to the game in ages, I would be terrible to restrict players from using them until even later in the game. While no one likes nerfs, I would gladly accept the titans b

162 Replies 469,632 Views

Seeing this thread progress I really like the idea about being able to use captured structures to produce your own ships albeit at a greatly reduced speed (somthing like 1/4 the speed as your own factories). It keeps the strange balance issues about being able to mix fleets and build enemy tech out of the equation, while at the same time it gives a huge advantage to be able to create new ships so close to the battle. I know there are many times when I would gladly accep

12 Replies 10,202 Views

[quote] Did they change it somehow from this concept? I absolutely love the main body and wings, and even the little disk thingie, but what really throws me is those "legs". They just look far too fragile and... pointless. I don't know maybe if they were pointing backwards like a tail and were a bit bulkier I'd be 100% sold on it, but I'll wait until I can see it in-game.[/quote] Do you have the beta right now? Because if

81 Replies 240,893 Views

With titans being such a huge focus of rebellion it might be nice to see an AI setting more oriented towards their usage. In addition to the Aggressor, Fortifier, Researcher, Economist, it would be greatly appreciated if we could get one setting based aroung the enemy pushing hard for their titan early and going on a rampage with it. Give the AI setting a suitably titan-esque name, call it along the lines of "Juggernaut" or "Leviathan" or "Behemoth", something huge sounding. <p

0 Replies 3,937 Views

While I have no hard stats, after playing a few games as loyalists and then trying the rebels for the first time I was amazed at how much more fragile the rebel titan felt. My rebel titan's level never got too high so if it truly is an offensive juggernaut then perhaps it does even out in the end, but right from the start the loyalist titan is a beast. The only thing that ever gave my loyalist titan some grief when I sent it solo up against a 17k health upgraded starbase

162 Replies 469,632 Views

I think both the Advent titans look pretty good (at least what we can see of them through the menus at the start screen). The second one, the non-halo looking one, seems a little fragile perhaps, and it may have been nice if their titans were a little more diverse and not both so vertical, but no major gripes from me. Seeing how the abilities cause cool huge glowing particle effects all over the TEC titans I can only imagine what the Advent's will look like in combat. <

81 Replies 240,893 Views

Like just about everyone else I was briefly confused by this. I glanced at the research just enough to figure out how to start building it and just assumed it was taking forever. It was not until I went back to see what the other research upgrades were in the titan construction line that I noticed I needed more stages to finish it. That being said, yes we will all know better eventually, but I would not be opposed to a simple message/alert being added to remind new (and

8 Replies 16,964 Views

I am in favor of this as well. It has been probably a year since I last fired up diplomacy so the trees were not very fresh in my mind and it still took me quite a while to figure out to find the ally-with-pirates upgrade for the TEC rebels. I suppose that I should have guessed it would be under diplomacy, but as it was only a 1v1 game I was in I did not even think to look at the diplomacy tab until the game was already won. For something promoted so heavily as one of their subfaction pe

8 Replies 29,985 Views

I also captured an enemy factory (by accident) and thought that it would be cool to be able to build from there eventually. At the time I assumed that the not-letting-me-build was because the gravity well still belonged to the enemy, but I did not explore the issue further. It did seem like I could at least salvage/decomission it for a few credits, so still better than nothing. I would not say the new TEC cap ship is useless though. It lets me snag a

12 Replies 10,202 Views

I had a similar problem with pirates. Yesterday I capured some pirate ships with the new cap ship's boarding party in my own gravity well and it seemed to flag that gravity well as still having pirates in it even after I had moved my troops out. Later when I tred to select these phantom pirate ships from one of the menus I got a similar zoomed-to-empty-space issue as others are describing. I am trying to recreate the circumstances but there

9 Replies 22,184 Views

There seems to be a problem with the texture wrapping on the moons, if you look at them from underneath there is a very notable seam running from their south pole up to the equator where the textures do not align properly. I am trying to get a screenshot up to display it but am having trouble linking to one right now. Fire up the map editor and scroll over to look at any moon from below though and it should be clearly visible. I am running Windows

2 Replies 19,839 Views

Hey guys, I'm a bit new to the mod scene but am working on something. Might be considered a total conversion, as I am creating all new models and graphics, but I am making them up as I go (isn't a TC from an established lore? I dunno). But I also do not want to use all the same ship templates, and am considering swapping around a lot of the roles (like letting anything cruiser sized also colonize). So I guess the question is this, if altering the basic roles of such ships will the AI still kn

1 Replies 3,140 Views

It turns out the Advent also have a hidden refineryship. It looks Klingon-ish for lack of a better word, but the textures are messed up. Also it seems that the volcanic planets have some special mode that lights them differently enabled by default, and when you disable it (so they light up like regular planets) they look much nicer and not so washed out. The lava is a bright enough yellow texture that it looks good even on their dark sides, without the self-lighting. And it tur

3 Replies 3,387 Views

I see many people complaining that the max fleet size isn't big enough for the giant multi solar maps. I haven't managed to play through anything over a 6player (single star) map so far, but even then I came close to maxing my troops, so I can see how the cap would be easily hit in the giant games. So how short do you find yourselves exactly? How spread thin do your fleets become? Is it a matter that could be solved easily, like a +5% max cap for every star system you manage to fully do

0 Replies 6,860 Views

I had totally forgot I even ordered the CE box, and reading that some of you have got it just made me go out in the snow and recheck my porch and mailbox in the middle of the night to be sure I didn't miss it. No luck, and now I have cold feet too.

24 Replies 38,202 Views

[quote]-- You should not be affected by the -% for fleet upkeep if you don't have that many ships! If you entire fleet gets destroyed, you shouldn't lose 67% of your income if there's nothing to upkeep. [/quote] Chanceg, I believe the train of thought here was long the old "the only certainties are death and taxes" saying. Just becasue the fleet is wiped out does not meant he bureaucracy is going anywhere :) PS - To the folks who want some quick pirate-free games, and

1,040 Replies 556,195 Views

Playing on all the fast/high settings the only times I have a problem with the pace are in the beginning and the end. considering nothing ever really happens in the first 30 minutes they really feel like wasted time, people pretty much know what they want to build in by 15 and the rest is just waiting and fending off pirates. As for the end, it can be blatantly obvious who is going to win, but for some reason (troop movement cross system I think) it still takes forever to fully wipe people out d

243 Replies 289,950 Views

It does feel like enemies land virually on top of you when they come out of phase space. But on the other hand, increasing well size will just mean even longer transit times when you tell ships to traverse across multiple wells (not a Good Thing). it would also mean further you would have to fly to get to the enemy's edge-sitting carriers before engaging, all he while being pecked at by their fighters. But then again it would also better separate the short/mid/long distance craft from each other

2 Replies 8,333 Views

I understand your case, the enemy does like to "blockade run" a lot, with little that can be done about it without wasting a ton of time microing after them every hop. We do have fleet options for area of engagement (up to a max size of within the grav well), but it would be kind of nice if we could bump it up a step further to include puruing any enemies encountered through the star system.

8 Replies 7,533 Views

Would be interesting if you could flat out buy the opponent's planets out from under them (or at least their fringe worlds). Hostile takeover FTW. No idea how to implement something like that though, probably beyond the scope of things now. I wonder if a mod would allow people to buy culture bumps for cash... might have a similar effect, burning cash to grab planets. Of course if you are doing that you may as well just spend the cash building more culure centers. Hmmm.

81 Replies 108,669 Views

A question for those asking for larger fleets in larger galaxies, how thinly spread do your troops become? I haven't been in anything over a 6 player 2 galaxy game so far so I am not familiar with the issue. Would something like a standard 10% increase to max cap for every additional solar system in the game be enough, or are we talking something way more?

1,040 Replies 556,195 Views