I would like some help with a mod for Rebellion. (With the new DLC, but I doubt that matters too much.) Simply enough, I want to remove mines from the game. I feel like they are just irritating rather than a tactical issue AND they contribute to lag in big games. (Note: I like playing big games. I do not like lag though.) I tried to remove them myself a couple months ago, not knowing anything about how Sins was modded... I did work out how to get into the various compres
Waladil
I can see what it's supposed to do, but I agree it's not as cool as I'd like. It's ulti isn't bad, and I'd like to see how it combines with the Krosov's ulti. I might also argue that it should have more strike craft, for one. The extra strike craft would be so that the shuttlecraft for the various missions have someone to keep enemy fighters and the like off their backs. Maybe also if the salvage passive did an AoE heal? But all in all, it really doesn&#
From the evidence here (and I don't know what other evidence may show) but it seems that it's only good at taking ships in THEIR gravity wells. That seems like a bug, because it makes absolutely no in-game sense. I could see an argument for only being able to capture ships in your own gravity wells (You see, in friendly space the Seabees are able to come and patch up the ship, and if you're away from friendly space there's just no option but to scuttle it.) However, the way it
So... I was jumping my fleet from one planet to another when suddenly it decided to stop. A little investigating revealed that my Sova carrier had disappeared, and its fighter craft were floating in space with the blue "returning to mothership" circle. If I moused over the Sova in the taskbar, it showed a blue jump line from where it should have been (approximately) to the next planet. However, trying to zoom to that ship dropped me into the blackness of space, unable to so much as see t
I can't say I know much about how Sins is coded specifically (I am reasonably well-versed in code in general, however) but that could be interpreted either way based on how the effect is calculated. Really just who "friendly" refers to. I'd argue that particular line should be removed, but if it's intentional, I guess I'll deal with it. Anyway, I haven't been defending my own territories enough to state clearly that it HASN'T been working there. I've just not yet s
But the two captures I got were TEC vessels in an enemy gravity well. I mean, it was friendly to them, but not to us. I attacked their planet with 2 frigates, and strategically repositioned with 4.
Actually, I just got 2 TEC captures with it (1 flak and 1 cobalt) shortly after I leveled it up to 3. Perhaps related? My first game decided to randomly put me against 2 TEC players so I haven't tested it v. Advent yet.
Just started beta-ing on Steam and started playing as TEC rebels, built a Corsev (because the idea of stealing ships appeals to me greatly) and tried to board some "neutral" enemy vessels guarding a desert planet. They received the DoT from the ability but did not get captured. Is this a known bug? Do I misunderstand the ability? (I.E. Does the enemy ship HAVE to be killed by the DoT rather than external damage?) Looked around here on the forums and the known issues page, didn't
Hey fellows! So I was playing SOASE over LAN with one of my friends, and we noticed the weirdest thing. All of a sudden, we were playing entirely separate games. We aren't sure exactly how long it was happening, but at some point it became obvious we were in entirely different games! First, when I removed some extractors so he could take them, they never left for him, and we actually figured it out when some pirates took a completely different route in his game as compared to mi