I'm quite sure this is a bug, because it's not been on the previous versions of SINS that I know of (vanilla, entrench, diplom). As far as I understand, having capships rearrange themselves spontaneously even when you DON'T add any new ships to a command group (but still press ctrl + 1 to make a new command group) should technically be classified as a bug as it's an unintended operation.
ChaoticMagician
I've mentioned this one before, but it still seems to be lurking in the game: If you make a command group that consists of multiple capships (for instance, by clicking them all and pressing ctrl + 1), and then later you decide to add some more ships to the fleet (in the same way you added the capships) the capships will go out of order. If you use tab to switch between the ships (as I do) you will often get a cap at the end of the fleet (which means you have to either tab through the enti
I like 1, but 2 might be a bit problematic... Just my gut feeling though...
I have to somewhat agree with Howdidudothat: Strip to the Core is the VL's defining ability. We have to be careful what we do to it. However, I will agree that something needs to be done, since it is insanely powerful. I like the tying it to a Titan idea, but I still have a sneaking suspicion that the shipboard labs tech may what we actually need to focus on nerfing...
Another idea (not sure if it's a good one) are Celio Command cruisers. Their designate target ability will help you when you need to assassinate Guardians (designate target gives a target a debuff that increases the amount of damage they take).
Only Loyalists can strip planets. Both vasari get a "drain planet" ability on their Evacuator cap ship, but technically that's bombardment, not stripping.
Repair bays may help keep your forces alive for a little longer. Also, the Advent Titan has a battle ability (Chastic Burst) that damages a bunch of ships in a small-ish radius. Spreading your fleet out may help to counter this. A Marza missile barrage coupled with some EMP bursts should mow down any advent fleet, or at least cripple it. Try to kill the Guardians first. This may sound wierd, but your Corsev Light Frigate may be helpful for this (it's sabotage ability is decent aga
Just abandon the planet after researching "stripped to the core" (vasari loyalist only). *Warning* Consuming large quantities of planets has been shown to induce oniomania in most Loyalist Vasari. Any Loyalist Vasari that is thinking about consuming a planet should consult it's doctor prior to consumption. Other side effects may include headaches, nausea, spontaneous combustion, giddiness, delusions of grandeur, and speaking in a raspy voice. In addition, some Loyalist Vas
How many other factions were present? If you are allied with a faction and the "allied victory" game condition is off, destroying all other factions will cause your former ally to turn on you.
It wasn't a completely lore related change. I think it was partially to nerf them a little bit since they get a lot of nice techs to make up for it (although admittedly they aren't econ-related). I think waiting to see what the next balance patch brings would be a good idea. The devs have a whole mountain of balance suggestions to sift through, so we'll have to see what they deliver...
If you have a titan, it can also be used as a brute-force mine clearer. Just make sure to give it repairs when it needs it (and try not to do it in the middle of a big battle).
When me and a friend were trying to play together using the Dev.exe we kept getting an error: "Your .exe differs from the host .exe" Do we need to re-validate our files or something?
Is it available to other races as well?
Isn't the bidirectional jamming ability on the Phase Jump Inhibitors supposed to be a VR tech only? For some reason today as I was playing Vasari Loyalists I noticed their PJIs have the ability too...
I think my personal favorite is the VLT (after it hits lv6). I managed to warp in from 5 jumps away, teleport across the gravity well and eat an entire fleet of advent ships in under 2 seconds (of entering the grav well). I then had to pause the game for a bit because my eye started twitching [e digicons]XD[/e]
I would be cautious about using such a device underwater... I'd be concerned that the water itself would tear the projectile to shreds. In the event of the submarine surfacing you run into another problem: as mentioned previously the rails undergo friction, which degrades them. In addition, you will get electrical arcing (which is a big portion of the fireball that you see in those test shots). If a submarine fires the weapon shortly after surfacing, I would be concerned that the
Not sure if this bug can (or should) be addressed, but thought I'd throw it out anyways: if you press alt+tab when the game is in the loading screen for the main menu/cinematics (i.e: when it first starts up) it will freeze to the point that you need to terminate it via task manager. I've done this a few times on my system, but I was wondering if anyone else can confirm?
I've noticed a lot of threads running around with members spewing some very nasty comments back and forth. Perhaps it's just for fun, but even so it's off-putting for forum-goers, and I'd imagine new players as well. I won't name names, but I'd just like to remind everyone that these are public forums. Everything we post here reflects on our community. And with SINS: Rebellion so close to release date, we have a lot more eyes on us than we used to. People may r
Banned for abandoning the ban game in the middle of a volley.
When the auto-explore is turned on and you manually give the scout an instruction to crew an extractor, sometimes it'll continue exploring and ignore your command. Can anyone confirm? By the by, I had the auto-crew extractor on as well. Not sure if that makes a difference.
There seem to be two depressions in the back of the tail. Is that where the engines are supposed to be?
I think "1" happens with missiles of every faction... At least every faction that has missiles.
[quote who="NexiKuro" reply="11" id="3152684"] Maybe if it was a fleet wide/aoe buff that consumed stacks of Strength of the Fallen?[/quote] What if it was an active ability that the titan could "cast" that would cause all allied ships in it's vicinity to recieve a buff that only procs on death. The buff would do exactly the same thing that the current passive ability does for the titan, including the death of the ship after it completes. The buff only lasts for 60 seconds before
[quote who="Mr Haze" reply="10" id="3150765"] Oh you mean like this? [/quote] I don't normally mod Sins, but... Wow... I might just have to get this [e digicons]:D[/e] Edit: can't seem to get the quotes to work... Edit2: Yeah. Guess it's your dot of doom, Haze
I think it has to do with whatever the titan/capship/whatever deems is the biggest threat at the moment. If the target you tell it to use an ability on is already it's prime concern, it'll follow up with an attack until it's dead. If you have a difference of opinion, it'll wander off. At least that's what it seems to do to me.