but not an hour or so :P
Tankbushed
They work for me... Try opening them with the new rebellion galaxy forge and resaving em.
Ok in response to response to my previous large post. The only UN body that can pass this type of international law is the security council. Essentially the UN has several different congresses of sorts. The security council consists of 15 (or 18 I forget) nations with 5 permanent veto members. Its resolutions are international law and it can declare war, (UN has no army so once again the states actually fight.). The General assembly and committees have representatives from every nation. There
One last feedback. PLEASE MAKE A SEPARATE REBELLION FORUM. TY
As a further comment. While it will be beneficial for many countries to gain more control of the internet they will not support intervention as it exposes them for intervention.
1. The UN doesn't have the power to tax anything, in the literal sense, let alone internet traffic as far as I know. The Security Council can pass international law in a heartbeat but I believe at least one of the big 5 would veto this type of law. Especially the US as it would be hurt by such a treaty. The General assembly can only pass resolutions that have no effect. Moreover the UN gets all its funds by donations, I do not believe it can levy taxes on anything (except actions passed b
I think the easy way to make the advent more offensive would be to improve their economy. They currently have the weakest one and it slows them down a lot more than it probably should. Add a "collective tithe" tech or something that makes culture centers give .005 gold/pop, .25 min/asteroid and .25 Crystal/asteroid. But I like the idea of culture capturing planets. Maybe instead of uncolonized worlds they convert already colonized worlds.
Agreed on any stronger degree of difference :).
I can change fleet sizes, but i am on custom maps... My issue is that pirate raids are stuck at the weak size.
I definitely do agree on the issue of ship differences. The changes in this Expo so far are Dreads, Sub Factions (they don't qualify to be 6 separate factions), Corvettes(which are now scout ships with less armour and more guns and has no specific combat role), Graphics, Planetoids, some patch level balancing (eg stars etc.) and 6 techs per subfaction. To me this is a similar number of updates(except the graphics) as happened with Entrechment. As such I don't think aft
I agree that AI are the main issue. Super Weapons that are too super will potentially debalance late game, but titans do that already. Super weapons are already really expensive. With the above changes, especially if the vasari take advantage of the phase gate status. Late game would be unbalanced reasonably.
Warning this is heavily opinionated and may feel like a rant which is not its purpose. It mostly deals with my suggestions as alternatives to the recent update. 1. Duration of the TEC tax/pop/trade debuff is too long. I would suggest 120 seconds for trade or reduce to 50% (stackable) at 300 seconds per hit. Pop should be 300-480(at most) seconds. 2. Duration of the Vasari building shut down is too long, a single gun repeat firing can take down the defenses of a
For some reason I cannot get maps made with galaxy forge, either the old version or the new version to work... Is there a new galaxy forge destination folder or something? From what I can tell it works for others Also if the old maps are not supposed to work is there going to be a converter? Thanks
I like the Titans, they are fairly well balanced but, with a one per faction limit, it would be nice if they didn't cost and crews or fleet points. The research technology certainly makes it understandable. I would also suggest renaming the four technologies. Titan Prototype Concept, Structure, Weapons, and Crew or something like that. Also, for a full stand alone xpack, content feels sparse. There are fewer new techs for each race than in Entrenchment or diplomacy. Ships are larg
this can be awarded 100 internetz
I feel personally that corvettes (or as I think of them, tiny ships piloted by methzerkers looking for a speed high, or just methzerkers) have a lot of strength in early game expansion and their ability to fight everything is extremely useful. Strangely I have the suspicion that with my tactics I might find it effective to drop carriers altogether. They streak in and out of enemy firing ranges and seem very durable as a result. But then again, I am 20 minutes in.