My Documents/My Games/Ironclad Games/Sins of a Solar Empire: Rebellion
Mr. Haze
Yeah mcintire, you can abandon your colonies, it's the same button you use to scuttle ships. Just don't push it.
Faster with pirates off, usually.
[quote who="Yottsu" reply="21" id="3126623"] Quoting GoaFan77, reply 20It doesn't. It makes you a bad bird with a drill beak. My Diggle cousins and I shall smite you.[/quote] No one panic. I'm on the case.
Wouldn't limiting them to a "home" gravity well just mean we'd be trading Corvette/LF spam back for LRM/Bomber spam?
I have seen neither work. On that note, can someone tell me where the resurrecting at your homeworld part is mentioned? Not only do I think it's a bad way of implementing a resurrection ability, I just can't seem to find the tooltip that says it works that way.
As would I, and then I would cry.
[quote who="Jahzir" reply="48" id="3126346"]I get where the developers are coming from with the Loyalists trying to unite everyone into the Unity and the Titan fits that mold with powers to steal enemy ships and planets (those two abilities really highlights their philosophy). But yes I would agree that the Rebel Advent do not seem to have real distinguishing features. For a group that is supposedly focused on destroying anything that is not part of the Unity they are real
[quote who="Tollen Kell" reply="1" id="3126310"]Advent corvette is pretty stronger than TEC one. Buff TEC corvette or nerf Advent one.[/quote] Corvette's OPness aside, TEC have a far stronger economy, they'll have more Corvettes than the Advent player, and be able to replace large numbers of them more easily. Not that they're hard to replace, but still.
Advent Rebel Corvettes are good though.
Yeah, incredibly. Cheesy too, just played a rare (for me) 5v5, nothing but Corvettes everywhere.
We've had that discussion before, Flagships are Kings, Titans are Queens.
Build a Rapture and Malice/Vengeance the Corvettes? I have no idea how effective that would be but I do know they're made of papermache and cardboard so I wouldn't have been surprised if it had worked. Edit - Okay, USER, it harms your economy because it reduces the length of the longest trade chain, mostly due to trade chains not working in triangles. Longer trade chain = more trade income for every port in that chain. If you had an entire solar system you coul
The Purge Vessel's captain wants a word with you, OP.
[quote who="Silenc3e3e" reply="1" id="3125956"]i usually get all the extractor upgrades, planet upgrades (depending on what planets i have), trade ports on ALL planets i have, and broadcast tower. i do all that with 4 or 5 civics before i even get one military research tower![/quote] Okay, at the risk of sounding rude, this is bad advice. Extractor upgrades, while attractive, in my experience usually aren't worth the hassle as Advent unless you have a lot of extra
Since forever, however I know this guy, he doesn't build deliverance engines, and it was way too early in the game anyway. I'd be amazed if someone actually went for Deliverence Engines before auto culture spread. Come to think of it I don't think this is the first time his loyalist culture has done this.
And then Goa had 300 karma.
It wouldn't change anything, people (usually) scout before they jump a fleet anywhere, no one is going to jump a Titan into a bad situation. Besides which, the downside in EVE is that it prevents EVE Jumping, which is vastly different than Sins Jumping, Sins Jumping is EVE'S warping, Titans can still warp in EVE unless a bubble stops them. As for not being able to move after using abilities, that would completely gimp both Advent Titans since the Advent are entirely re
EVE Titans have even more problems than the Sins ones, let's not even think about making them more alike.
So there I was, expanding merrily as can be as Advent Rebels, just grabbed a nice little moon in a pipe towards my nearest enemy. At this point my Loyalist teammate mentions he's just gotten his automated culture spreading from planets he owned, and that's when I noticed this happening: His culture was spreading from my moon, which
The TEC Loyalist Titan effects in general are quite over the top. Though it is fun to play around in dev mode with cooldowns on 0 and have a disco planet by spamming Inspire and Impair every half a second.
With regards to #6, the bonus is coming from an Advent t2 harmony research called Communal Labour. This ability used to function by allowing construction drones to cooperate and build a single structure faster, but at some point it was changed to give a flat %age bonus to structure build time per contructor in the well. I believe the rate is 16% per constructor, so on planets where you have 4 or so, it can become quite scary just how quickly you can bring defenses or temples o
It's odd to even talk about Advent effects being "realistic" when we're talking about a race that has a giant psychic hivemind that is capable of mind controlling an entire planet's populace either to their side, or into mass psychosis and murder. Or of telekenetically controlling swarms of strike craft from the safety of the mothership, and of storing the souls of dead crews to implant them into new bodies. There's more, of course, but this post would be too long if I listed
Each race already has an anti-strike craft capital ship(s). TEC: Kol (Flak Burst.) Dunov (Magnetize) Advent: Halcyon (Huge number of fighters, Telekenetic Push.) Vasari: Kortul (Jam Weapons.) Sikrantra (Repair Cloud heals allied fighters.) The only "problem" with Flak is that they're ineffective against Bombers. They shred fighters by the hundreds.
[quote who="Mew1" reply="47" id="3124443"] Quoting Sonntagshut, reply 31 I had some big fight with my Eradica + Fleet, and I have yet to see Return of the Fallen and the temporary ressurect of enemy ships to work. 7:42[/quote] That's Unyielding Will, the Titan's ultimate. Return of the Fallen is a passive that grants a 5/10% chance for ships that die under your command to come back to life.