[quote who="KrdaxDrkrun" reply="1" id="3117858"]Don't buy Dell Laptops? Just kidding... umm contact Support [/quote] I got that a lot =P but i haven't heard anything bad about the XPS line, and have only had an issue on one other game, Supreme Commander, where it played fine but there was no sound whatsoever. Fixed that though. I planned on contacting support, just wanted to see if anyone else had an issue similar to th
NHD-151
So i just recently got a brand spanking new laptop: Dell XPS L511z Intel 2nd Gen core I7-2640M @ 2.80 GHz 8.00 GB RAM 64-Bit Windows 7 Well, i just installed steam and installed Rebellion, install and download were fine, no issues at all, but as soon as i start it up, it goes to the initial black screen before seeing the intro videos, but almost immediately i get the little bell that tells me it minidumped, and sure enou
[quote who="minidump-hellboy" reply="8" id="3103987"] Quoting martox1, reply 6yeah im pretty sure the pirate always have built up on there base as there threat lvl of high Are you talking about the original Sins? The pirates did not build-up at the pirate planet. Always about the same number. When the pirates went out on mission, the planet spawned the raid automatically... Easy to take out
[quote who="Combatrat" reply="2" id="3100695"]I've noticed this as well. New capital ships start construction, even while I'm still researching the next level of command[/quote] The only time i've ever noticed this is if i have, say, 1 capital point and 57 fleet points left. I then go to research either more command or fleet points, and then i start to queue up my ships. Now, the first ship starts to build, even though i have more ships queued up
I would agree with a one-two tier jump up for titan research, but i would also propose it take longer to build the darn things! i mean come on, a ship that size? I was WAY surprised when i researched all four researches, then build the titan factory, then started the titan building. I ignored it for awhile because i expected it to take quite awhile, but when it was done not a moment later, i was shocked. It just seemed too soon for me. Something like that should take awhile to buil
[quote who="ice27828" reply="5" id="3098509"]Who here thinks the corvettes should be more durable, even more than the scouts?[/quote] aye. but not too much more. Somewhere just under light frigs maybe, to make them more of an option. Their abilities should help balance that. I wonder what more corvettes we might see?
Nevermind! It seems it doesn't work on anything in a grav well that is suddenly unowned (or always unowned, haven't tested THAT far). For instance, im fighting an AI player. I'm sieging his planets just to get him out of there, and hiding from his starbase/tactical structure mass on the other side of the planet. Before planet is lost, it works just fine on all ships/buildings. BUT as soon as i finish bombing the planet to neutrality, the ability no longer affects anythi
[quote who="InvalidSN" reply="3" id="3098488"]You see a counter. I see a virtual holocaust on a scale that will make my computer melt. Now the problem is clicking my darn mouse 2000 times again . . . .[/quote] Shift+Click will make that 400 clicks =P I might try this. I think screenshots are in order!
you can probably disregard this, because of course as soon as i use it again after posting this, there are all of the indicators minus anything on the infocard. Probably just a low amount of particle allowances.
I'm not sure if it's just a graphics thing, but once upgraded to level 2, the Ankylon's Inspire and Impair ultimate ability doesn't seem to have any effect. There are no graphical indications but there is the sound of the ability being used. The info cards do not reflect the increased/decreased weapons cooldowns after use on any ship i hovered over. To be clear, the Level 1 ability worked fine, though i wasn't paying enough attention to see if the cooldowns appe
I'll have to say, i'm not too familiar with the Rogue. Haven't played with them yet, and i'm also wondering: did something happen to the archailect? Have they been started at all, or not? because i see them up top in the OP but i don't see them in R6.2. Also going to have to apologize for what could be a massive wall'o'text, but i cannot currently get pictures of what i drew up sent to you. I've done a quick notedown of a possible structur
well there goes that, hopefully it may be possible in rebellion.
Hey Zombie, I wonder if you read a post a couple pages back from me about researches? never got a response. It just asked if it was possible to have two researches be dependent on the other NOT being researched, IE Research 1 is bought, so research 2 is now unavailable. Something i had thought of to find a way to distinguish between play styles (defensive vs offensive, or cultural/economical vs militaristic). And working off of that, i wonder if i might help you out with
I agree with Mord_Sith, the hybrid is rather distracting, but the streaming code just looks too cool.
Really like that new HUD for the Cylons. It's not overpowering to the eyes and fits them rather well.
Is it just me, or is there no SotF Race Colonial R6.2? I see Race Council, Race Cylon, and that's it for the c's.
[quote who="ZombiesRus5" reply="901" id="3083033"] Quoting Sucal, reply 900Have you gotten around to reading those ideas Mr Devourer of Brains? Mostly curious for feedback and all. It's a good back story and concept for the research tree's. On the TEC, Advent and Vasari integration trees having a heavily pre-requisite based tree where you can jump advancements in integration would be interesting. This way if you could mixed bag it or focus on higher tier TEC from the f
[quote who="-Ue_Carbon" reply="6919" id="3080739"] Can someone make a mod for this mod [/quote] Yo dawg, i heard you like mods...
They did also mention there being specific maps for scenarios rather than just an arena to fight in, so it COULD be used in a scenario-type map as well.
To any of those that want a Death Star, we may soon see the planet-destroying ability in Rebellion! Close to the end of this Q&A Session, there hints at such a weapon from the Vasari Loyalists... http://pc.gamespy.com/pc/sins-of-a-solar-empire-rebellion/1217222p1.html It COULD also mean that the Vasari don't need planets to be in the game anymore, meaning every
Well, i finished a full game with just Blood and Chrome, and i see what you mean about the Boomer being overpowered haha, but i think what makes it so OP at the moment is the ability that gives 75% better weapon cooldown at lvl 3. I did nearly lose the Boomer a few times upon first meeting the colonials and before i had a good setup of heavy basestars. Love the Warstar as the Starbase too. Only issues i had were a graphic issue on the home planet icons (all other icons were pe
[quote who="ZombiesRus5" reply="804" id="3060877"] Quoting NHD-151, reply 802Works now, as far as activation. I'll actually test a game later, but thanks for the help. Cool, if you get the Boomer... It's really OP right now, plus the abilities make no sense as they're still Vasari. Lots of work to do, but atleast all the ships are in with weapon points.[/quote] Thanks for the warning, but it's what i've been trying for the most [e digicons]}:)
[quote who="ZombiesRus5" reply="801" id="3060647"] Quoting NHD-151, reply 800I get a minidump every time as soon as i try to activate it. Thanks, I automated the Flagship mod so it automatically pulls any changes and adjusts the stats from the base mod. It picked up a change I was toying with turning superweapons into capital ships. I upload the fix but you don't need to download it as the fix is to delete on file from the flagship GameInfo directory. Delete FLA
I just downloaded the SotF Core and SotF Blood and Chrome portions. I seem to be having an issue loading the Flaship mod. I can load: SotF Race Colonial SotF Race Cylon SotF Core R6 and it loads just fine. But once i add: SotF Race Colonial SotF Race Cylon SotF Core Flagship SotF Core R6 I get a minidump every time as soon as i try to activate it.
[quote who="luschetk" reply="542" id="3055748"] My order: TXT Version 0 enabledModNameCount 10 enabledModName "SotF Planets SinsPlus R5" enabledModName "SotF Race Tec R5" enabledModName "SotF Race Vasari R5" enabledModName "SotF Race Advent R5" enabledModName "SotF Race Plague R5" enabledModName "SotF Race Colonial R5" enabledModName "SotF Race Rogue R5" enabledM