yes. I keep steam on autoupdate for everything. Ive played several games since without incident, but none of them had wormholes
StarFallArmada
double post. Stupid computer errors...
[quote who="GoaFan77" reply="1" id="3147653"]Um they already updated it. Its in your Rebellion steam app data folder, has been for a while now. While you can place occupied planets only the one the games spawns in the other solar system will be used for an occupation victory I think. [/quote] Thanks for the info. Glad its in there, but that seems like something that needs to be fixed. little hard to do new tnigs with that mechanic when its like that
I don't see how this could seriously harm the def fence dynamic. You make them weaker in both weapons and armor than the fixed defenses, and limit the number you can build (like space mines but also using tac points) so you don't have another corvette spam problem. It would certainly help with the "pirates attacked a planet really far from the front lines, and though fixed defenses are protecting facilities and the planet, nothing can stop those bastards killing my trade ships at the
Is Galaxy forge going to be updated with the new stuff for rebellion? I understand why it cant be done now, since you all are very busy makeing the game itself kick ass, but i would like this at the release. I have some evil plans involving the occupied planet and capital assasination modes [e digicons]}:)[/e] Im sure Modders will do this anyway (love the updates to gal forge for 7DS and additional planets mods) but I like using the dev released stuff where I can...</p
Wow, this boggle my mind. I always play with everything on "fastest it can be". I think playing with very slow on, would make me want to watch paint dry. I also always play with smallest fleets on too. Make the battles more personal and dangerous that way...
[quote who="Yarlen" reply="1" id="3144331"]Please send us a save game that reproduces this to [email protected]. [/quote] Sorry, I kept playing this game (I posted this with the game still open), so i dont have a savegame anywhere near the occurence, but i do have the save for the game it happened in ( a couple hours later). Not sure if this will help...
I feel like if they made a land based RTS in the sins universe as a seperate game in the future it might be cool, but I think it would pretty much just look a lot like Supreme Commander. Seriously though, has anyone else ever noticed the faction similarities, and game design similarities between sins and Sup Com? Just me? Its probably just me..... :-p
[quote who="R3DT1D3" reply="2" id="3145215"]Is there really even a reason to build Cielos? [/quote] I dont build them en mass like i do with hoshikos, but i always build a few. Both abilities are pretty damn useful in a fight. Autocast certainly does need to be fixed though. Microing them in combat sucks
I know it has been suggested before, but i still think it would be a good idea to give each faction a natural bonus from the start of the game, that way they are differentiated right from the start. You could even have it so each faction has has two natural bonuses, one positive and one negative base on their lore. They dont have to be super powerfull, just somthing with the same level of effect as having an artifact.
I just had a cap ship disappear into a wormhole (though the game will tell you its still there as usual. This is an issue that really needs to be fixed. Losing a capship in early game is pretty devastating to your ability to survive, so to have it hapen from a bug is really not fun.
[quote who="Yarlen" reply="50" id="3144179"]I'm present frequently, but the number of posts makes it difficult to keep up. That said, if I don't have anything to add or don't want to get into the quagmire of debate, I tend to stay silent. [/quote] Smart....
I really only use the big red button on starbases ive put in uncolonizable territories, since I cant support them with other defenses. Otherwise i concentrate on making them harder to killl and supporting them with defenses. but when those unclolnizable territories are invaded with enough force, its a really nice ability to have. BOOM! :-)
I found it on steam yesterday. Its still very much a work in progress, but its an indi studio who has set up a whole system to take votes from the community on what kind of elements to add to the game. Looks pretty great so far, even if it is mostly turn based http://endless-space.amplitude-studios.com/
and its Thursday and we didn't get the Vasari. Sad weekend now...
[quote who="bignick277" reply="19" id="3144218"]My patience is really starting to wear thin. I've played TEC and Advent to death. Bring on the Vasari already. At this rate they're not going to be properly tested by release.[/quote] Much as ive scolded whiners about this I have to agree. We have already done a ton of testing on TEC and Advent. If we don't get Vasari soon they are not going to be tested or balanced well enough befor
[quote who="martox1" reply="2" id="3140402"]a large group on HCs will eat right through any of the 4 titans in game. 40-50 hcs will kill any lvl 4 titan with a couple of capitol ships. i havent tried just hcs against any of the titans past lvl 4 [/quote] If you throw Caps into the mix than yea you can eat a titan (4 mid lvl caps can do it themselves if the titan is under lvl 4), but just HC does not work. Ive tried it and had it tried on me. Even with all damage research it would
Depends on which titan and what lvl it is. The Tec loyalist and advent are particularly better at killing massed cruisers/frigs than the other two (they have a better single target damage) but past lvl 3 or 4 they are all pretty damn deadly against cruisers/frigs, before even large groups can do much damage against them.
well you know what they say....its not the size of the Titan, its how you use it :-p
4 is perfectly reasonable. Thats the exact number to be a viable threat with any of them. They said they would consider any buffs needed after they see the 3 way (er 6 way now) balance. While a buff to the advent one would be very nice and a buff to the Vasari might be prudent, i will not fret if they don't get one
[quote who="martox1" reply="65" id="3137756"] Quoting XATHOS, reply 62 Quoting Yarlen, reply 1Just as an FYI, there will be another update next week with more balance adjustments, bug fixes, etc. When will be seeing the Vasari enabled for testing? i bet it will be nxt week[/quote] Though i hope this is true i doubt it. They said it was just balance and bug fixes this time and it was. They said next week is more balance&nbs
I kinda love this idea!
[quote who="Pat_22_" reply="9" id="3134652"] Quoting SageWon, reply 8Pat, how does this prevent multiplayer pacts, or how is it implemented? And what about if there is locked teams? Especially since locked teams are the most common form of online games. I don't think it limits multiplayer at all! But maybe I am missing something? It does not prevent multiplayer pacts, but stops two players from getting them too early, like in a 5-man FFA where two player
Ive posted about this before too. They have hamstrung a lot of the diplomacy in rebellion. Hopfully somthing that will be fixed. As it stands you only seem to have a chance getting a ceasfire, and especialy a peace treaty with somone that is your race AND faction. And dont count on getting pacts at all. The AI wont send envoys and in the last build of diplo they mad it so you need both of you to have the high approval numbers. Really. I like you, and want a pact with you, why does the g
I agree. I never have a huge isse dealing with the novalith. I do think the AI does however, so i think the AI should be trained to deal with it better and also to not use it so spamily also the ai's that do spam novas suffer in the fleet and econ depatment, and i just conquer them faster. Its way less of a problem than people make it out to be