Gosh darn it, Im at work! But I have big update to look forward to at home!
Ccowboyjoe777
I agree, this needs to be fixed! Also the title of this should be ADD titans...
Its just rather annoying when I Snipe a star base with the TEC Rebel titan, than all of a sudden it picks up that it wants to kill the LF 90 degrees to the right, and if I just happen to be doing something else like micromanaging a cap, by the time I get it to face the target again, I end up having more losses due to the titan not killing it fast enough. Would turning off auto attack stop this crazy behavior?
O_O Crazy thread!
Thanks! Looking forward to the full release!
Wow, that's worse than just having those particular neutrals against the TEC Rebel.
Hey just out of curiosity, wouldn't the TEC Rebel just be able to waltz right in and capture the planet because they can ally with rebels/neutral factions. I personally have not played an occupation victory yet...
I love how they expanded the research tree. It really showed the differences between all factions like how TEC had 8 upgrades in the hull upgrade. I think they do a great job myself, and I don't want to downplay rebellion at all, but I'm looking forward to a new DS myself. Also I have seen their comments throughout the forums, so it's good too see that they are apart of the beta testing.
Distant Stars was one of my favorite mods for Sins of a Solar Empire Diplomacy and I have read that y’all are modding Rebellion as well. How far behind the game do you think the Distant Stars would be?
No I do agree with you, if you have seen my earlier posts, I believe that the Titan should be reset to level one, all I was doing was figuring out why wouldn't that be done. However, I am completely for the idea of keeping the titan at a game-ending level. I think its really awesome to have such a powerful unit in the game. However, I also see where the devs might of been going with the Eradica, as it does follow exactly how the Advent Rebel is, they are all about sacrif
Yah, but they phase space the new ones in. Also, it just seems like you can't change the level of the pirate mission. Not a raid, but a mission to the pirates. I know how to put more bounty on someones head, but that raid is random, I use the mission to be more specific and then follow them in, but I just can't seem to figure out how to get past the 'weak' pirate mission level.
However, there was one thing that I didn't consider. Looking at it from a developer stand point. The Eradica Titan has a level 6 power that is pretty much a suicide power (I mean its no use to just spend a point on it when you first get it if the only way you can use it, is to die) So maybe, the developers said, "Well if we just send the Titans back to level 1 whenever they die, this power is kind of useless. So to make it a useful power, one would have to depend o
Ok, so when the raid strength is at severe? How would you change the strength of the pirate mission? Thank you for the reply!
I also remember it being available for change, even the multiplayer load up
Bump. Still looking for an answer. Thank you for your your help! I appreciate it. I'm still looking for a solution. However I do wonder if the devs have it turned off for beta because from reading it seems as if the pirates have been causing game crashing. Please let me know! I would really like to get this figured out.
I was wondering about, happened to be playing advent loyalists AI who also got that, it was really hard to capture their planets even after death. Good catch!
[quote who="wbino" reply="5" id="3149181"]Quoting Ccowboyjoe777, reply 3But as for the current standing, we really do leave our titans in much longer than we should because there isn't a punishment for losing it. In my opinion, it really down plays one being careful with a high level titan. You should always have to analyze a battle situation before you get into it, not just rely upon the ability to rebuild right where you left off. Just my thoughts... This is the argument agai
I have put more than 60k of credits on a player and then go to offer a mission (pirate level being severe) and I still cannot change it, even though I have 100k still. Its hard to believe. Like I said any help will be great as this is a definite issue, because TaeC rebels highly rely on the pirates, for distractions or main assaults.
Ahh, so many errors for spelling. I typed that from my phone. Please excuse the errors for spelling and grammar.
Personally I like the idea. It would explain the titans keeping their levels. My friend yesterday had to kill a level 3 AI titan 4 times and really does get annoying that there isn't an experience punishment for the titan. Be also suggested maybe making whatever level it died at, that's how high it can be retrained when it's built again. Kind of like the capital ships, except if you lost a level 10 titan you could (for a hefty price) purchase all the levels back. Kind of like a re
Yes any info would be appreciated. Its been annoying to try and figure it out. I also read in the update that there was pirate research or something? Updated Pirate Raid fleet compositions per level. Raids will now have a broader range of ship types and numbers. The max level raid is now particularly brutal, so you won't want to be the target of that! Pirate Mission costs adjusted for new raid levels (based on average summoned fleet supp
In the Rebellion Beta, I have been having trouble being able to change the Pirate Raid Strength for pirate missions. In Diplomacy, we would just normally click on how much we want to pay them and then it would change the strength from Weak to moderate, to strong, or to massive. However, in Rebellion, I can't seem to pay them more than 7500 credits for a weak raid, which in the middle to late game is too weak. I play as the TEC Rebel and to have the pirates go in before m