How will linking functionality between the original Sins games/Trinity and Rebellion work if the former was bought from Stardock/Impulse and the latter is on Steam?
ThreeLeafIvy
Hey Sage, are all the times listed for Normal game speeds? I'm interested in getting all of this hard information onto the Wiki at some point.
Trade penalty duration for Novalith is ridiculous. Couldn't you eventually cripple an empire's entire trade network with a single cannon that way? And as if any TEC player only builds one if it's possible to fit more...
I was going to make a post about game companies screwing early adopters as usual, but my understanding is that Rebellion is a stand-alone expansion in the same way Relic's Dawn of War 1 games did their stand-alone expansions-- featuring the features of the base game and only allowing you to play as the factions introduced in the expansion(s) you have. For example, if you buy Rebellion stand-alone you can only play other Rebellion-only players in multiplayer, or you can play people without
I think it's just how the engine was coded, having damage levels refresh at a tiny delay. The only real instance in which it affects gameplay is probably how the Microphasing Aura ability works.
The closest parallel I can think of would be the first Dawn of War series and all those expansions being standalone. You could only play the races of the expansions you owned in multiplayer.
[quote who="SithLordAJ" reply="487" id="2897386"]A way to attack a target ship type. IE, order my long range ships to focus fire on any and all light frigates, instead of queing 50 million targets. I recommend Alt-Right-Click. That's how most RTS games do it in my experience.[/quote] Right-clicking on the icon of a stack of enemy ships in the Empire Tree doesn't do that already?
[quote who="MageMatthew" reply="12" id="2896046"]What is smurfing?[/quote] You know how you log into your Ironclad Online account first, then you can create "players" for online play? According to the manual this feature is intended for family or friends who would like to play online on your computer without being forced to create an ICO account of their own, but it is also possible to create multiple profiles for yourself for a variety of reasons. To do this as an experienced player
I'd actually say the Advent has the most powerful ships, not the Vasari, which kinda sucks because the Vasari ships are more expensive. In theory the latter is supposed to make up for it with awesome ship abilities-- Reactive Nanite Armor trumps Repair Bots in the heat of battle, Distortion Field absolutely dominates both Suppression and Demolition Bots because of the AOE effect (though that's due for a range nerf in the next patch, so we'll see if it's still viable).</
[quote who="rowanlad" reply="11" id="2894271"]"Sir! The Advent fleet is moving into standard combat formation!" "Load the ordinance Corporal. We're gunna need every shot" TEC fleet prepares to open fire on Advent Battleball "Uhh Sir... there is something weird going on..." The space around the two opposing fleets ripples horribly, as if some new weapon is tearing it apart "Sir!! It looks like something in phasing in.... within the grav well!"<b
[quote who="Annatar11" reply="2" id="2894089"]Fleets are good for people who don't like to micromanage as much, and there are a fair number of those. In that regard they function pretty well, they keep ships together and they keep ship control simpler. Give an attack order to a fleet and the combat ships will go attack, but the support ships will stay support, etc. [/quote] I guess that's the sticking point for me-- the micromanagement. Normally I have 1-4-7 be entire fleets, 2-5
In the past when I was trying to organize multiple fleets it quickly became a disorganized mess due to all ships being on auto-join by default for some reason. Instead, I use control groups, which works out much better, especially due to the much appreciated feature of ships being able to belong to more than one control group. Engagement range? Still got it, arguably better since I can control the engagement range of individual groups instead of the entire fleet. Fleet cohe
[quote who="Zeta1127" reply="8" id="2892316"]Are pages like SoaSEWiki:Disciple Vessel the ones from the old http://www.soase.wiki.com?[/quote] Based on their edit histories it looks like that's exactly what happened. We should probably just get rid of them as they all have replacement pages now and look extremely out of date anyway. Maybe do a very quick cursory check of each of them before deletion to see if there's anything significant, but I doubt it. There any chance of be
I don't think you can set the Deploy Starbase buttons to autocast, though... Has to be the mines.
Noting briefly that TEC/Vasari ships are roughly 2:1 hull:shields while Advent are 1:1 hull:shield and pirates are 3:0 hull:shield (meaning, again roughly, the shield just turns into hull for pirates).
I don't think it needs a buff to [i]double[/i] enemy phase jump travel time if it were made passive, but yeah, I somewhat remember seeing unanimous support to make it passive in some old thread on the forums.
No passive Jump Degradation for Vasari Overseers? :(
[quote who="NoSpamMan" reply="6" id="2232330"]Hmm... did anybody care about the SoaSEwiki ? Would anyone know who the sysops were (are?) for it?[/quote] Bumping this instead of creating a new thread to let people know the Wikia still exists even if the SoASE one doesn't. Zeta-Legion, Darvin, and I slowly work on it. Titan AEX4 is the one leaving auto-messages to new editors so I assume he's at least one of the admins.
If not caps lock, Z/X/C zooms to ship/grav-well/system views instantly.
@in-the-sun Does this "work"/follow for ships like Subjugators/Subverters? I'd love to have only ONE Subverter disable a group of frigates/synergy turrets rather than have multiple ones stupidly autocasting over already disabled ships (unless it extends the duration, which I highly doubt due to potential abuse).
In a recent game with friends I decided to scuttle a Vasari military lab after doing the Kostura Cannon research so I could make space for a different Logistics structure. However, later on, I was surprised to find out that I couldn't build a Cannon even with the research without rebuilding the 8th military lab. Are ship/structure techs the only things that work like this or do passive improvements to ships, economy and the like stop "working" as labs are lost as well?
I had my doubts about the value when they introduced the resource cost to it coupled with the absurdly long cooldown, but even just guessing on the math it does seem like a fairly good value. EDIT: Did testing and my memory was faulty. The value at level 2 is extremely good. 75-90 fleet supply at random is something like 7 to 11 frigates for the cost of roughly 5 at practically instant speeds. It doesn't produce support cruisers and the cooldown is extremely long, but it is definitely
[quote]Why bother building ships when you can build Phase Stabilisers?[/quote] ... Also, Vasari starbase kinda pisses me off because their starbase IS their anti-structure/starbase ship. That's building another starbase every time you reach a developed enemy system with its own starbase, and that's damn expensive. Not to mention in order to make the starbase viable for combat against another starbase (+possible defending fleet) you NEED to research its first weapon up
So standard all-purpose battle fleet composition for Vasari now looks something like 2 parts LRFs, 1 part flaks, 1 part Subverters, and cap ships?
Well, another thing about it is that the pacts require the past ones to be researched too, of which I'm not sure of the reasoning. I can see why they'd be in successive tiers (I mean, numbers of civilian labs built) in order of relative usefulness, but in terms of the two I'm talking about: The TEC missile pact is at civilian tier 5. The Advent beam pact, tier 6. Vasari refire rate pact tier 8. With the Vasari one at the top civilian tech tree it's irrelevant, b