I was hoping to get some thoughts on only using Advent colony ships early-mid game. I tried this out and was soon yelling OP during the major battles. Just two progenitors can allow you to colonize and inflict extra damage. And since your mother ship will be the first to see battle in neutral planets: getting level 3 malice is not a problem. Twenty-five percent extra damage whenever a nearby ship is damaged, combined with Illum's made for very quick battles. Several battles were
Zero Hero
I usually take 2-3 hangers and 2-3 regen bays for choke points. It is not really worth it to put too much more unless your fleets are on the other side of the galaxy. Even by maxing out your hangers at a choke point, the enemy can still send siege frigates PAST your choke point and into your empire, defeating the point of defense structures at a choke point. (Though, inhibitors are good in this way if your hangers have lots of fighters.) When it comes to hangers, I usually deck them
I love reading these forums and all the superior attitudes that you get. The guy was merely saying what he does not like about how this games pathfinding works and he gets a bunch of people yelling at him because he doesn't want to have to micromanage single units that have 'basic pathfinding' algorithms. I think it is disgraceful that in this day and age that pathfinding algorithms are still being 'b-line to our destination'. Considering how god awful the AI was when the game was rel
Edited due to erors in my data ;) Where is the delete button? Why do these forums suck so much?
If I have the resources and a planet with logical slots open - I add extra tradeports. I figure, if you are not using the slots for labs, factories or other (perhaps because they are not needed) then fill em with tradeports. End result, tradeports end up producing close to the income I gain from planets. Though, it'd be interesting to find out the rate of investment for a single tradeport.
Rebellion is a great game - it takes a while to master and I feel that is what made it a good game. It had many downsides to it that I'm not going to watse time meantioning, however it filled a gap at the time where star wars fan had no game to role play as the universe they love.
I think the black market should play a role in bounty - as the pirates are the logical choice of who is running the market, however in turn, shouldn't the pirates be able to affect the black market against players if we use this logic? A proper attack does not have to be a physical attack - if we are going to change the pirates behaviour, why not allow them to also tip the market against the player with the highest bounty, making it rather expensive to buy materials if the pirates are a
Rebellion is a great game - it takes a while to master and I feel that is what made it a good game. It had many downsides to it that I'm not going to watse time meantioning, however it filled a gap at the time where star wars fan had no game to role play as the universe they love.
How about a race of elves? They can like shadow meld when it is night time and they excel at archery. Oh yea, and have a high wisdom so that they can cast magic spells on their ships.
Why not? The biggest baddest fleet should be controlled by the base with no astroids, no income, little population and an outpost that has the health of a large planet. Makes perfect sense to me.
Doppleganger is a medium 4-player map with one ai and one pirate per star. Each star has 5 planets including home and a choke point.
This would be excellent - I find the AI targets the most threatless enemies first, such as flaks prior to lrms or lights, or bombers target lights vs. nearby kodiaks, gg ai. A previous game (ORB) allows you to create tactical rules that you can apply to any ship. These rules includes when to withdraw (hp%), where to withdraw to, who to attack, when to attack, how far support vessels stay from combat, etc. Implementing this would make battles a lot more fun with a lot less managemen
[img]http://www.bay12games.com/dwarves/screens/meeting_hall.PNG[/img] That's some awesome graphics! Reminds me of some old adventures of the 80's. I wouldn't mind an ETA feature: time to jump when selecting groups to jump together would be excellent.
Why doesn't this forum have auto-merge double post?
Or lock teams - try that option next time you play :)
You people need to get out more and try some other games like O.R.B. and Genesis Rising. ORB is a lot older, but has some nice elements, while genesis rising has some great battles. Ie. [link="http://img.hexus.net/v2/gaming/screenshots_pc/genesis/genesis1_large.jpg"]Genesis Rising[/link] Ships in Sins are not what they can be, there could be a lot more outstanding textures. I assume they are trying to reduce workload on gpus when battles get hectic. Even so, planets are real
Wow... it's quite a nice ability, comendeering high priced frigates like kodiaks, however I have a question and a concern that I am hoping will be fixed in a patch. 1) How do the upgrades work? Does the ship gain all upgrades/techs from the captured race? Do any of your upgrades/tech apply if it is the same race? 2) Why does this ship not "reset" when captured? I've noticed that they keep their original movement orders; including retreat orders. Thus, newly
How about little balls of fur that have a high growth rate and are very colourful?
There should be a graphic that goes with space ponies... perhaps have them fly around the planet?
On an interesting side note, last night while trying to get the Vasari civilian research achievement, I noticed that Dark Armada calls in ships that you haven't researched yet... This got me thinking - has anyone tried a strategy of trying to get to dark armada as quick as possible without touching the military tech tree? I doubt it would work in multiplayer games, but maybe versus the ai?
Personally, if the home planets are spread out, I lock the teams to avoid AI teaming up. Nothing less enjoyable than having several AI join up at your doorstep together - compared to the fact that they rarely ever help you attack 'in mass' on your mutual enemies. I often wonder how the AI gains each others trust - do they have virtual missions for each other? I was playing a map with relatively close starting locations and one central dead astroid where all home planets meet. I ca
The first time I played, I was ordering the TEC light frigate around and the voice-acting felt very amateur. One of the order voices is mumbled, I forget which one, but if you cycle through, the last word in the sentence is grabbled. And the Advent - they remind me of being at a daycare with little pesky kids everywhere. I am still waiting for a ship in phase space to say "Are we there yet?"
A side note on business sales for computer games is not necessarily the advertising, but in most business models that have a product, the biggest factor is word of mouth. Think of WoW - I know atleast a half dozen people who only bought wow because their co-workers play it, who at the same time, never played an rpg in their life. In terms of piracy, I think piracy has many extraordinary benefits - it is pretty much a selling tool, even if it seems to reduce sales. I am at a un
Hello all, I was wondering by comparison if the variance in capital ship weapons affects different armour as seen in this ref chart ? Ie. A ship has laser, beam and autocannon - does that mean each weapon type is particular effective against a type of armour? Second, for the map editor - is there a way to manually edit the placement of planets? I don't quite get why the editor places
Hello, I am wondering if there is any community support for a remake of this space rts or plans to provide such a mod? I think soase provides a great base to create the game rebellion never was - or the least, ships that resemble star wars would be cool too ;) The one area I enjoyed about Rebellion that I wished soase had was spy/espionage/sabatoge as well as hero type classes/missions. On a side note, I wonder if there is a mod that allows sabatoging of enemy planets u