CoronalFire

CoronalFire

Joined Member # 4731537
2 Posts 222 Replies 468 Reputation

I removed the effects for that purpose on the repair ability. However that was the problem with the protected shutdown...so it must be the conversion...but I don't see how. Edit: nope the ability was fine it just took a reboot to work haha. Not a sins reboot, a computer reboot. That makes no sense to me but whatever its works great now.

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What sort of abilities are supported for what planet modules in Rebellion? Specifically factories and labs...the Vasari factory has the protected shutdown ability, but even copying it over the Advent Factory results in a MD which is I think strange... A repair ability I added to factories in Trinity MDs in Rebellion (altered for Rebellion of course).

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First off, the smaller the map the harder AI is. Second, you should focus on expansion at the very beginning. Send the Akkan (or whatever capital you've chosen -- against the AI in a small map I might go with Marza) to heavily defended worlds (if I remember right Gemini has some desert worlds) while sending a pack of cobalts/corvettes + colony to the asteroids. Expand first towards your enemy, then fill in the gaps behind. Gemini has capturable extractors, those are very valuable. Immedia

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TEC Rebels have a research called Truce Among Rogues. This causes Pirates to be allied and cannot be undone. If you do not wish to make peace do not research this item.

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[quote who="GoaFan77" reply="86" id="3300866"] Quoting Haiyooo, reply 82anyone had luck adding a 4 race the faction select screen for rebellion? Any examples would be nice so I can base off where to start my own. Thanks! I have not seen it myself but I assure you it is possible. I intend to do it eventually. [/quote] I am working on a mod with a total of 5 races (each with a loyalist and rebel faction), and have completed the Race Select Dial

115 Replies 345,144 Views

[quote who="Twilight_Storm" reply="59" id="3301101"]As long as both sides HAVE an eco player, the balance would be maintained with this. And would even add a bit of flavor to the eco player's roll in the game, rather than being a feed-source alone. Will they devote themselves to feed, or will they drop a pact now and then, or even go straight for pacts? If one side has the pacts, and the other is pure feed, how would this affect the outcome of the game, assuming similar

74 Replies 51,165 Views

[quote who="GoaFan77" reply="45" id="3300856"] Yeah, but the problem is you can't have unlocked teams in multiplayer. People will make informal alliance, kill everyone else then they have all the time in the world to get relationships up for the allied victory. Which I believe could be as many as 9 players, given that the maximum victors option was removed in Rebellion. If you play a FFA in multiplayer, it is going to be on locked teams, so diplomacy is totally pointless in tha

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[quote who="GoaFan77" reply="39" id="3299936"] However, arguing that it's just the style of play that prevents envoys doesn't seem to be a valid criticism to me. Playing "cage match" games are the only way to prove which strategies are truly viable and those that aren't. If a strategy is not worth executing under pressure, then it's probably not worth executing at all. Sure you might be able to "get away" with it against the AI, but you probably could have won much

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[quote who="GoaFan77" reply="14" id="3300796"] Quoting Apheirox, reply 13You don't create a balance where 'pirates' are so insanely powerful they can directly threaten an empire in open confrontation. This is the crux of the issue. And a game like SOASE that undoubtedly tries to take itself seriously needs to address it. Well that's just the thing, to me the pirates really aren't very powerful. They're an annoyance, not a threat. Heck, even their pirate

18 Replies 37,261 Views

[quote who="Apheirox" reply="5" id="3300427"]Brilliant, informative post, Goa, thank you. I'll just address your points in order: 1) Perhaps you're right and pirates are hard to balance - I appreciate your detailed historical rundown - but I really don't believe it to be so. My point is simply that, as you say, I dislike the structure of the pirates. We have an exaggeratingly overfortified fortress in the center of the map spewing out waves of extremel

18 Replies 37,261 Views

[quote who="maxwell XXXIII" reply="58" id="3299998"]i didn't see it still dont really... i did however link them all to ion type weapons about 10 minutes ago ... i play alone..... so im not giving this to any one.( truth is i'm not that good of a player... ) [/quote] For the Tauri, it is located under "Area 51" (combat tree) > "Asgard Legacy" (top of the three sections) > "Asgard Plasma Beams" (requires 5 combat labs). I would not change

67 Replies 283,631 Views

[quote who="maxwell XXXIII" reply="56" id="3299983"]CoronalFire the tauri plasma weapons do not work... in your version of the mod[/quote] Not sure what you mean by that. Plasma Beam weapons are changed to a weapon type instead of abilities. Unlock the weapon by doing the research. Not all ships have plasma beam weapons, but the research shows which ships it works on (all capitals and three or so different frigate entities).

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[quote who="HLT" reply="37" id="3299903"]As has been noted above, in multiplayer the way it is currently run by a very small group of very active players, most of the benefits of envoys are discarded and the pace of the game that they force you play through the preconditions on the game that they impose is such that envoys and pacts are not worth the investment in research and, ultimately, fleet capacity. It bears repeating, however, that this is a diminution of the game, not an im

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[quote who="XViper123" reply="41" id="3299385"]Why are people proud of using inefficient methods to complete tasks?[/quote] Same reason people buy antiques...because they are antiques... [e digicons]:P[/e]

42 Replies 105,746 Views

[quote who="MirageMind" reply="5" id="3296767"]It works, but some icons are missing (for example the ship icons in the in the shipyard) and some ships are completely blue (no textures) [/quote] That's the mod's fault [e digicons];P[/e]

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[quote who="CoronalFire" reply="32" id="3203162"] Announcing the release of the awesome Version 8! Feedback, comments, and ideas are most welcome. Also notify me of any minidump. SGI DIP 1.34A My Changes version 8 (21 Nov 2012) Instructions: Download SGI 1.34A & Patch, and then this (2.1mb). Replace GameInfo folder, English.str, and the entity.manifest, and add the .ogg files to the sound file. *********************** Update 8 list o

67 Replies 283,631 Views

[quote who="Lavo_2" reply="18" id="3272991"] Quoting boshimi336, reply 16What is neat about this though is that there is another idea using similar philosophies that could work in conjunction. Spawn an item at the beginning of the game on every planet, one item at every planet for each player. This item lasts 5 seconds or 10 seconds and then detonates. This will reveal the map plus it's map names (like 'fog of war'). I could just switch the ship from a trade ship

31 Replies 42,969 Views

[quote who="sareth01" reply="269" id="3255635"] Quoting Seleuceia, reply 268AFAIK coronal doesn't have rebellion....you'll need someone else to make the mod or you'll just have to do it yourself, sareth.... hmm ya don't really need to now do I? Anyways, coronal I really don't get this bit "For Rebellion you'll have to add in your own entity and english string info." [/quote] Basically you'll have to

321 Replies 1,056,274 Views

[quote who="sareth01" reply="265" id="3255608"]The mod just mini dumps constantly and doesn't work.[/quote] Are you using Rebellion?

321 Replies 1,056,274 Views

[quote who="boshimi336" reply="1476" id="3249875"] Quoting CoronalFire, reply 1474I now have Stars randomly emitting CMEs that cause damage to nearby planets. ?[/quote] Random map factor. Kinda cool watching stars spew novalith looking projectiles. Surely someone else has thought of doing this.

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