Hi. With the new DLC, i started playing again a little bit, and I have build some simple maps with the Galaxy Forge. It's essentially a spiral of Planets around a star, with the Planets all being random except for the home Planets. What I can't figure out is what I have to do if I want some Pirate Basis and Worm Holes to appear. Are there tables or files were I can read up on what the different types of "Rand
DerSenf
It says v0.62 in the title screen. [e digicons]:D[/e] Edit: Never mind, people are just fast than me today [e digicons]:P[/e]
Steam just downloaded 4.9 MB for Rebellion. Mini-Patch? [e digicons]:inlove:[/e]
The other races are in the game, they camp on the "hill" planet [e digicons]^_^[/e]
Not really... by the time the AI finally attacks I usually have 40000/20000/10000 ressources and a fully upgraded starbase with 4 repair docks and hangars in every gravity well. The novalith barely tickles my shields and makes my aux gov go "huh [e digicons] It usually happens to be some remaing force of the star system which I have choosen to destory last making these futile attempts while I steamroll the other factions.
This goes back to Sins Vanilla and I do recall a discussion thread about that, but no definite answer. Today, it even crashed my game once. (Stardock gets an automated infofile on that, right?) When hit the exit button from the after-game statistics screen, the hard-drive goes haywire for several (sometimes up to ten) minutes. What does it do? Deleting 289GB pagefiles or something like that? [e digicons]:annoyed:[/e] (I do have a 64bit OS and 4 GB RAM)
I was wondering about the following: Often the AI retreats or stops attacking after I fortified my planets. (This seems to be less true in Rebellion, but it is still the trend). It seems like the AI tries to mass forces while not crippeling it's economy. When the AIs attack forces are not strong enough to take a planet, it does (usually) not attack. (Now happens sometimes in Rebellion). This is stupid because of two things: 1.The AI essentially sits there watching me expan
I think I had this bug too, today. Not sure though, because truce among rebells fucked up my used supply every other second. But it appeard that the inital bonus vanished when I researched the next "regular" supply level.
You get 1.5 Internets for the idea... [e digicons]O:)[/e]
Oh. The steam page for that actually works now. Nice. Edit: I don't have the TEC victory one. Well probably because it's obsolete with rebellion.
Great. I just forced myself to stop playing just to be greeted by the update message [e digicons]O:)[/e] [e digicons]:-"[/e]
Galaxy Forge maps don't work either, do they?
Even when the lore can explain a plausible explanaition for rogue moons - that would still make them renamed astroids, and I don't really see what would distinguish them from astroids - a hunk of dark matter in space. Whether or not it orbited a planet in the past does not really matter, does it? More important: There cannot possibly an event where ALL the moons of ALL planets have been moved, so NO planet has a moon and no moon hast a planet. Moons in a exi
Stars can have more than 1 Starbase? Never noticed that. What exactly are the rules for starbases? Do other players' starbases effect anything I do?
Like "geborstene Planeten" does not invoke a raised eyebrow from German native speakers [e digicons];P[/e] But would that not be what now is an astreoid field? I also agree. Moons are not moons in beta1, therefore they suck at being moons and such. Maybe moons could stretch the gravity well and have extra/different upgrades like "choose between 3 extra pop, 4 civil oder tactical slots for the main planet". There already is a thread about that floating around so
[quote who="OmnipotentSnail" reply="24" id="3105669"]Why shouldn't moons have their own gravity wells? Moons do have gravity, much more so than asteroids. Moons' gravity wells should be near planets, but not overlapping, as that would make things confusing as Sunlandic said. Also I'd just like to point out that while it would make sense for moons to be trapped in a planet's gravity well, that would make things unnecessarily complicated, if more realistic. Besid
Maybe it's an odd balancing choice from the dev's. It would help if someone could clarify whether he actually CAN change time etc.
Well, the question is, how SHOULD it work? I remember being able to alter the time and exact amount of ressources etc. for the mission in diplomacy.
Is the menu for giving missions to other players supposed to be stupid? Just asking. (If you don't understand what I mean: Most of the buttons don't do anyhing, I can only toggle between a few preset mission parameters)
For me, Titan + a couple of scouts works fine. Just send them near the mines and they usually finished 90% of the mine field when you check back later. Unrelated: Why would you tag a thread as [beta] in a betastage-game subforum?
I was just wondering: Would a starbase with docking booms repair another starbase in close vincinty?
Still, 50 research items seems - EASY. Too easy. Of course, there is the insane cost.
In the next patch, it will give you a special ressoruce for the new "friendship" - research tree.
I just noticed: You easily have 50 techs researched by the time you deploy the 8th civic research station, making the 50 tech requirement quite pointless. Or is this just me?
[quote who="Teun-A-Roonius" reply="12" id="3104650"]Overlapping gravity wells is the last thing I want to see... Way too confusing.[/quote] You have to select to planet/moon to build anyway, so where is the confusion?