[quote] i wanna play a multiplayer game but i dont know how [quote] don20 after opening Rebellion and your at the main screen click on ICO Internet Multi-player...i'm not sure if you have to create an account for this beta (I know i did for Trinity). Then you create a player name (this will be what others will see when you log-in). After you log-in you will be sent to "Multi-player Home-screen" here you can join a game, host a game, or
spacepilot
i haven't had this experience with most of my ships...but i have with my frigates, i just assumed that it was because of their range. I would make sure that all of the ships settings (engagement range and ship cohesion) are set so that you can make sure that the settings are not the reason for your ships actions.
[quote] Last time I checked you can only have pacts with one player (don't know if you can have one with each faction or just one total) so that situation wouldn't come up. [quote] you can have pacts with more than 1 AI as long as you don't try to get the same pact twice. As in, you can't offer a tier 1 pact to AI 1 and then offer the same tier 1 pact to AI 2. But you can offer tier 1 pact to AI 1 and tier 2 pact to AI 2. (i know that
Hi all, I'm spacepilot and i have been playing Sins for over 3 years only SP though. I just recently joined the online community I have played two online games but those didn't go to well... [e digicons]:P[/e] what with school and the like i haven't been an active online player, but i still fit some SP playing into my schedule. I would love any help from the more experienced players here if you want to PM me about how not to within the fi
[quote] Presumably because it's easier to get your relationship up high enough. Might it be worth giving the loyalist/rebel factions different pacts as well so it's really advantageous to manage to get your opposite in another race as an ally which has lots of modifiers against you? [quote] this is a good idea that has been brought up in at least on other tread...i would like to see different pacts between factions/races. Also, there shoul
[quote] Quoting spacepilot, reply 1with what I've seen the pacts don't stack...i don't get your final question "different identical"??? Two Advent or two TEC have the same pacts. So do they get doubled effects or are they being screwed over by being the same race is what he is asking.[quote] thanks for clarifying...just because you been a member for several years and haven't received any karma ye
with what I've seen the pacts don't stack...i don't get your final question "different identical"???
i totally agree. the only way i get the kind of action that you are talking about is when i'm going against several unfair AIs with an emphasis on defence. only then, after 3 hours mind you, do i get to fight large fleet battles. when the AIs aggressive, i'm on the defensive for most of the game...
i've been played the beta for over 26 hours total, and i feel like the AI overall is pretty good. The AI still hasn't mastered the use of the titan, or the new corvettes, and there is still lots of flying ships from one planet to another and then back again, but the AI can still give one heck of a fight if you put it on a higher level plane. Overall, there is room for improvement (like there always will be) but the devs have handled
I read a post about this issue in the .62 version, but i have the same issue in now in .76. After sending an envoy to all of my ally's planets, he still sends me a mission to send him an envoy...but when my second envoy gets to any of his planets the mission clock continues to count down. I can't complete the mission! In the end this is only a minor annoyance, but it still needs to be fixed.
Thanks for the info...+1 karma!
This is my first BETA ever, so i was wondering...will i have to buy Rebellion after it comes out? Or will i get a link to download the final version?
Also, if you have designated a fleet with a # (eg. Fleet #1, or #2, ect.). If you tell a ship to leave the fleet and don't reset the fleet number, later on, if you push the #1 button, you will select all of the ships that were in the #1 fleet at the time that you set the fleet to #1 . You need to make sure that you reset the # for the fleet after you tell ships to leave the fleet.
Not all of these were intended as artefacts, spacepilot. The planet specific ones were meant as planetary bonuses, like Heavy Falloff, which reduces population growth on a planet by 20%, and causes the player who just colonized the planet to seeth with anger for 5~10 minutes, depending on how high you have the anger management tree researched. Thanks Mr. Haze, that makes more sence...me and my stupid one eye! [e digicons]XO[/e]
Some of those ideas are great (Cryogenic Chambers, Propaganda Satel, Historical Archives, ect.) but i don't think that the upgrades to the individual planet are the best idea. most (if not all) current artifacts give a empire-wide bonus. while some of the ideas above for a single planet arent bad, the idea that only one planet is effected, i think, decreases the value for owning an artifact. thoughts? also, the artifacts that are already in game, are pretty power
Thank you for spending the time to do this...i don't need the experience but if i was a new player i would really appreciate this so enjoy some karma... [e digicons]:grin:[/e]
My younger brother was playing Diplomacy earlier and he had an idea that he wanted me to put up here to get everyone's opinion...the idea is this: Create some kind of ability or option when dealing with other players (and AI) to help create peace among your own friends. As in, if your good friends (like at least 12.00 to 15.00 with both) (both ways, you like them, they like you), then you could help them with their relationship. i don't kno
@UberPretzel: good question...i just didn't reread my post as well as i thought [e digicons]X|[/e] my mistake btw nice name [e digicons]|-)[/e] @KarlBar99: "It doesn't matter... It's scales too high too fast." I think that what you are describing is what the devs wanted...a movable ship/SB that would be a huge challenge to destroy. really the only way to effectively destroy an AI titan is
I am inclined to agree with Darksxx...i don't think that increasing the cost of the titan, or requiring more research for the titan is a very good idea. the point of the titan is to have a really good fleet fairly quickly in the game. if you make it almost impossible to increase the rank of your titan (by requiring outrageous amounts of XP before gaining rank) then you dramatically decrease the effectiveness of the titan. i do think that the titan <stron
I've had this same thing happen before ONLY when i have unlocked teams. so, i have the same question. when i have locked teams is it a differetn story. when i kill the last AI, besides my ally(es), i win an ally victory.
Espionage would be interesting. I haven't play Galactic Civilizations II in a while but it has a espionage part of the game that does exactly what you want...gives information about ship strength, planet info, ect. I think that if espionage was to be added to the game that it should have its own research tree. Espionage could help your influence spread either quicker or with more force. It could also allow you to steal credits or even damage (destroy) enemy bu
I think what the devs were trying to do was create a diplomacy that was a little more "people" oriented. Think about it...the envoys help a particular planet, settlers abilities, and the like...I think that there were trying to get a more in depth feel to AI diplomacy. making it harder to gain allies. Obviously they succeeded. i to think that they should create a input where you can "rate" the other factions, however, you shouldn't be able to just "like" anoth
[/quote][quote who="GoaFan77" reply="1" id="3112824"]Well its a lot like insurgents in the real world. Not trying to bring in politics, but one of the best examples is the US helped supply the Taliban in Afghanistan in the 1980s to fight the invading Soviet Union, 10-15 years later the US invades Afghanistan to fight the same people they gave weapons to. They're meant to ensure your enemy keeps all of his gravity wells fortified of else take some damage, but its really not all
What is the point of Insurgency??? From what I see when I attack an enemy gravity-well I get attacked by the forces that I thought should be attacking the enemy...After defeating an AI (destroyed his capital) I was cleaning-up his remaining planets. When I entered one of his planets that I had not visited in a long while there were five different "little armies" of Insurgency fighters. There were just sitting there doing nothing...until they saw me. I had to
When I had my armistice ability on auto-use and I entered a hostile gravity-well, the ability was used, but I had a lot of bombers and fighters that were not effected by the ability. I'm not complaining because I was able to destroy several enemy ships :) but I think this should be fixed. If armistice creates a cease-fire among ships, I think that should include strike craft. Also as an aside about the armistice ability. I think that as the fa