That bug should be fixed as of the new patch, and is not save game compatible. Was this game started prior to version 0.78 (earlier today)?
XubXub
[quote who="Tridus" reply="5" id="3129256"]10) Yeah I hate mines because of that. If you take over the gravity well, maybe hostile mines should just go away or gradually decay on their own. Having to deal with mines in a hostile system is one thing, but it's just annoying when there is a ton left over in your own system.[/quote] Constructors, by default, have an ability to deconstruct left over buildings when you take over a planet. It'd be nice if they could give them the
[quote who="stein220" reply="19" id="3129115"]I actually observe the AI doing this, placing mines around key structures. Would 5-7 mines fields be reasonable? Has anyone tried something like this in a mod?[/quote] The unfortunate reality is, even if I use all 150 mines, or attack a grav well with that amount... I really don't think they significantly influence the fight. Maybe the mines tear up some heavy cruisers, but that's it. The fact most people hate mines because of h
[quote who="StarFallArmada" reply="10" id="3128575"]Always works for me, remarkably well infact. Only problem i have is any deffenses nearby are smart enough to focus fire on your scouts even if you have a bigger target nearby. also just make a small specialist group of 3 scouts and 3 flack frigs(or eqiv). Highly effective early game mine clearer.[/quote] Trade you scouts. :p Mine have a habit of, when left to their own devices, flying up to mines. Sounds perfect, except
Had an odd bug just occur where the player data was corrupted during a save. No error or anything. Did result in me getting just shy of 3000 players added to the map, though. Bit odd, and (thankfully?) can't reproduce it. 4/19 EDIT: Well, got it again... 2976 players on my four person map. Something happens that causes the map to save, but, after looking at it in Notepad+, the saved map doesn't include some of the last lines it should. When GalaxyForge loads the map next ti
[quote who="Tridus" reply="6" id="3128543"]It'd be great if they had an "auto clear mines" command like auto explore.[/quote] I think they actually DO, it just... doesn't seem to work for crap currently.
[quote]2) I get the feeling starbases have weakened. I had 2 starbases beside eachother as TEC Loyalists and they got owned without even taking out a significant portion of the enemy fleet. Is this just me?[/quote] Were they upgraded? Two starbases with max hull/weapons, even without docking booms, a couple repair platforms, and a few close hangers upgraded with flak turrents as damage sponges/AA, all as close as possible to a planet to try to defend it is how I usually go. A few b
"Save games, screenshots, settings and other Sins files have been relocated to: My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion." From the BETA 2 change log. That should fix it. You should be able to support old maps in Rebellion fine.
It's pretty easy, Papa. 1) Load a map you want to work with in GalaxyForge. 2) Find NewPlayer0-Home; this is your capital. 3) Right click that planet and select edit. A new window pops up. 4) The second section from the right is Group Manager. Click Add. A tab should appear named "Always", that is what you want. 5) In the next group over, find "Spawn these items for". Change it from "PlanetOwner" to "NewPlayer0". 6) Look around on the list to the far
[quote who="fassett1" reply="1" id="3127701"]I have noticed that with AI factions they offer you a peace treaty but I cannot find were to accept it . This is not the regular peace treaties with normal AI player but seems to be factions that have only occupied one planet. Anyone know anything about this ?[/quote] No offense, but you do know how to accept treaties/pacts, right? Betting you do, but want to ask just in case. The rest of the reply goes under the assumption you answered
[quote who="Efferil" reply="6" id="3127639"]Isn't it ten quid/USD/EUR off now though?[/quote] It was, if you owned Trinity or Diplomacy... Oddly, I don't see that deal mentioned any more. Maybe it was just a temporary thing to get people into the beta? EDIT: Ignore this, I'm apparently blind. Words are hard.
[quote]that'd be it for the month and i'd be broke. ... but i don't to sit there in 2 hours thinking "geee this is trinity..with titans.." ... Are there diverse mp maps? some with choke points etc or is the choice down to a few?[/quote] If I remember right, the maps are the same as in trinity. I'd say there's a healthy variety, not sure if I go as far as "diverse". There are plenty of changes that give it flair and personality different from
Same problems as Goa, but I've never been able to reproduce them. Just messing around with it long enough invariably leads to something wrong. Also, while adding new players, sometimes I'll lose or have trouble getting the number to the correct amount. Gives me a one or two player map typically, half a dozen lower than what I intended. Oddly, if I close Sins and GalaxyForge, then reload both, it typically corrects the problem, so there's an easy work around. But if I j
There's some rather good advice here, hope it keeps coming. Sins, Civ, really any game with an economy, I've have a very weak early game play style. Part of the reason I avoid online. If anyone gets terribly bored and wants to share any TEC specific, I'd be be grateful. I'm sure I could use it. Also, about how far along are most of you by the point you even consider sinking the resources into getting a titan?
I think we ARE able to say you can create a map in Galaxy Forge and make it give you the Vasari titans/ships at startup to play with. While I have no idea what it plays like end game yet, the VRT seems pretty damn fun. Not sure if it's stronger than the TLT, but that's a pretty high bar. ( If I can't say that, lemme know and I'll take it down. Should be kosher though, right? )
[quote who="User45701" reply="4" id="3125998"]thats the one that generates the most money but all the others still give you money as well i dont see how it harms your enonemy by having more?[/quote] The importance of proper trade chains is sometimes exaggerated or oversimplified. I think even in Mr. Haze's example, filling all planets with trade ports would of given him more credits per second, even though the max trade route would be a few planets shorter. In fairness, though,
Fair question. As is, a player without a titan is at a severe, if not fatal, disadvantage compared to a player with one. The issue with the system is not that titans are too -easy- to replace, as I think that's necessary for gameplay. As an aside, I think people may be exaggerating how cheap they they are to replace. I doubt anyone wastes that much resources because they can't find anything better to spend it on. The issue with the titans is that, once lost, they can fairly
First off, thanks for the reply Sareth. Very true. I hadn't really realized it until then, but the new ships definitely are letting me expand and defend for a significantly lower fleet supply than Trinity. This sounds like it'd be an issue, but with the extra money for trade ports/starbases, I feel both richer and stronger than ever. On topic with titans: a couple things. 1) Concerning single player, I definitely agree that a player (or AI) should still be penali
Not to be overly pessimistic, but I find the fortifier AI to simply be the best for any situation. Aggressive is... hostile with reckless abandon, bordering on insane (which, arguably, might fit rather well), and researcher is a push over. I haven't played around with economist... well... any, I think, but it's supposed to be in the same boat as researcher. Fortifier plays rather conservatively, and isn't much for throwing units away. Only downside to fortifier is their damnable m
Wow, I was expecting another photo with 100 ships tops, that... is pretty impressive.
[quote who="sareth01" reply="54" id="3123352"]In essence, the victor of the stalemate situation is the person who gets the most feed, so the game becomes disproportionately ECONOMY based, moreso then it ever has been. I say that eco spots need a longer buildup time, as they are becoming the main reason victories are occurring.[/quote] Sareth, sorry for throwing you in front of the bus here, but I have to ask... I hear a lot of talk about online MP (which I never really got into), e
You're right, Marius, but a Titan takes up two of the 16 slots. This leaves just 14 for capital ships.
In fairness, I'd be willing to bet a level 3 TEC titan (either one) with smartly spent points could of handled that Advent fleet fine solo in the previous build. Assuming the Advent titans would bring equal game isn't necessarily unreasonable, though definitely untrue. :p
Instead of a flat reduction of levels, say 1.5 or 2 as suggested, I think a percentage would be better, or perhaps something that is based on total exp instead of the level. Something like... four and below, you take a light slap on the wrist if you die, so titans will always remain competitive with a few upgrades points, even if getting slaughtered. At level 10, however, expect to lose somewhere between a level or two in exp if it dies. I feel 2 level reduction per death, regardl
My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion, taken from the changelog.