This has been discussed a lot on this forum and the general consensus seems to be that its problematic. On one end its silly to kill a titan and see it at the same lvl 10 minutes later. I does feel like a usless venture to kill them. The flip side is that in late game, especialy in multiplayer, he (or she) who losses thier titan first loses the game, and thats a bad place to boil a game down too. Worse than that, the lvl 6 ability of the Advent Rebel Titan would be really dumb (Ive
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[quote who="Teun-A-Roonius" reply="13" id="3133639"]Today I managed to spawn TEC constructor frigates on my homeworld. No idea how that happened but it really made me laugh. [/quote] Wow that is funny. Ive had TEC starbase constructors spawn at my homeworld but not actual constructors, though i have had constructors popped up in the same gravwell due to reanimation only, so that seems pretty feasible
just to add to the weirdness, reanimation seems to affect the missle turrets dropped by carrier capitals. They can be reanimated, and then in turn resurected at your homeword. Free permanent missle turret at homworld! :-p
And the icing on the cake...several of those pirate ships ended up resurrected permanently at my homeworld
.78 gave me the same problem, but .79 seems to work better
I just wanted to share the coolest moment ive had in the beta so far. After playing cat and mouse with TEC Reb Titan (I was playing Advent Reb's of course) I decided the best course of action would be to take out the pirate base, to keep them off my back (i gained no benefit from it since my adversary was immune. I had a Titan lvled to 7 and a decent sized escort fleet (a few mid lvl caps + support) and i had researched all the weapons tech, so cleaning out t
Also if a planet your envoy is at is lost and recolonized, you lose all built relationship on that planet. Can make relations crash fast. If either of you was allies with an ai that the other was attacking that would do it too
not a fan of how antimatter intensive the skill is. Id rather same my antimatter for the big gun
uhhh...wrong video
reanimation seems to work now, but i havent been able to tell if Return of the Fallen is working now...
[quote who="NovaStalker" reply="2" id="3130700"]I'm pretty sure that was in the last build too. I was playing with a friend and some of my new planets started spreading the wrong colour (this was very late game so presumably full tech tree for the AI). I didn't pay much attention to it as I plonked down some culture buildings but it was definitely happening last patch.[/quote] I don't remember ever seeing this before this new build. Its annoying enough that
I normally never crash, but since the beta update i have crashed 6 times in one game. There doesn't seem to be a particular thing that causes it. sometimes its selecting a unit, and sometimes its taking a screenshot and ect. Its telling me its a runtime error
there seems to be some sort of bug that allows the loyalists to spread thier culture from your planets. Note there is no superwepon involved here. As advent rebels against advent loyals randomly several of my planets started spreading thier culture. Major game breaker...
i agree with the OP. My solution would be each research makes the titan more expensive but lets it build more. That was you can research one and start building the titan for part of its cost (1/4 would be logical). The next research adds another 1/4 of the cost on but lets you start the building process up again. This way if you research them all at once, your just making it so you have to come up with the full cost of the titan right aw
[quote who="JMT214" reply="12" id="3128679"]I get that they are clearable, but the mechanism for clearing is so slow. This occured during the "mop up" phase of the game and the mines were packed so tight we couldn't even get close to the planet to attack. My buddy was running a TEC defensive Titan (loayalist?) and he just started plowing through eventually. Even so, it made the end of the game excessively long. [/quote] If you move the scouts yourself near the mines its
[quote who="Volt_Cruelerz" reply="1" id="3128688"]Superweapons can only target enemy worlds, if you have so much as a cease fire, they won't attack.[/quote] Unfortunately this was true in rebellion. There was a bug where AI would attack you with nova even when you had a full peace treaty with them. Might have been fixed in beta two but im not sure. I personally haven't seen it since beta 2 started
[quote who="XubXub" reply="7" id="3128547"] Quoting Tridus, reply 6 It'd be great if they had an "auto clear mines" command like auto explore. I think they actually DO, it just... doesn't seem to work for crap currently. [/quote] Always works for me, remarkably well infact. Only problem i have is any deffenses nearby are smart enough to focus fire on your scouts even if you have a bigger target nearby. also just make a small sp
I think all the abilities need a rework (exept the lvl 6 ability), but especially boarding party. shorter cooldown. faster cast and bring back the ability to cap structures. At least they seem to have upped its basic combat effectiveness in beta 2. It was kinda useless in beta 1
I dont have the problem with the model others seem to (i do agree the gun on the bottom looks awkward) but yes a severe rework of its abilities are in order
Simple solution solved by the fleet system. Have all your ships as part of your fleet so they follow your designated flagship, but have your combat and micro heavy ships (as well as that flagship) also assigned to a number key. Use that number key to issue your orders and viola, they will follow your flagship at their apropriately programmed distance (carriers tend to automatically stay far behind your flagship). This solves your problem without any mic
As far as i can tell the "race relations" research all the races have effects only the "Racial inclanation" modifier and has no effect on the Faction relations modifier (its a new one on the list). Am I missing somthing?
[quote who="phoenixst8r" reply="22" id="3126651"] StarFallArmada Member No.3,049,034 Join Date02/2008 Karma+4 April 11, 2012 3:36:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums Quoting Teun-A-Roonius, reply 2 I personally can't stand the voices of the Loyalist Corvettes... It makes me feel like being the emoticon on the right when I build a lot of them: Yes! The Advent already were a bit anoyin
I constantly have a couple SB builders following my fleet around, cause the first thing i do when i take a new planet is build a SB. If the enemy counterattacks in force i can upgrade its weapons to add to the defense (and build aux gvt to prevent all kinds of attacks) but if i move on quickly enough i just upgrade it with an econ teck (eg trade, advent culture spreader, vasari colony pods.) it also gives you a close base to build ships from if you are TEC and far from home. Plus i never have
Yes to the OP! This is just the kinda of good differentiating suggestion i want the devs to read. Im kinda disappointed with the advent so far, and that makes me sad cause through Diplo they have been my favorite race. I also think GOA fans suggestion of an automatic set of passive bonuses based on what faction you pick right from the get go makes 100% sense. They need to feel at least a little different right from the start. As people have said previou
Im not sure why, but i dont think Star/clad will add any planets. But there are plenty of mods that add a great number of new planet types. As for having different looking city graphics on different planets, that might be something that would use up too much memory and put the game toward that dreaded 2 gig limit. And for something that would look kinda cool, but that you wouldnt see the majority of time that you are playing, they just aren't gonna do th