Allquixotic

Allquixotic

Joined Member # 692914
16 Posts 87 Replies 1,316 Reputation

Wow, this mod has really come into its own! I love this so much! Thank you so much, everyone on the team who's worked so hard for this! I bought a new copy of Sins Rebellion for a huge Star Wars fan specifically because he wanted to play this game. I hope Sins continues to get a trickle of sales that buoys Ironclad until Sins 2 is out. If they do, it'll be primarily thanks to awesome modders like you. :)

577 Replies 2,991,810 Views

Much as I truly love the atmosphere of this mod, the balance seems very suspect to me. Right now it seems the Colonial battlestars are extremely underpowered. They're about as easy to take down as a single Kodiak heavy cruiser in the base game. [e digicons]XO[/e] And it's nearly impossible to evacuate them once they get focus fired by the AI. No way to survive an attack, no survivability, and the hull drops like tissue paper. The polar opposite of how they were depicted

3,050 Replies 8,579,844 Views

This is truly incredible news; my friends and I still play Sins as one of our favorite games, and we keep coming back to it to try different mods and patches. I've been in the Stardock and SOASE communities for a long time (since GalCiv 1 for SD, and since SOASE release), and I was the creator of a popular thread here with funny Sins memes like "All bounty has been depleted" with a pic of an empty paper towel roll ;) I also published a ~50k views video of Rebellion Beta gameplay a

20 Replies 255,614 Views

One of the recent patches, it might have been 1.87, made the AI impossibly hard and cheating ridiculously. Their titans are born at level 10 instantaneously (even the first time they were created) and their capital ships seemingly effortlessly level up with a very small number of kills. There's also many severe balance issues. The Coronata Titan is overpowered. Advent fleets and capships are vastly underpowered and melt like cotton candy. The game used to be fun, my

47 Replies 303,430 Views

Has anyone done a bit of triage to determine the scope of porting this mod forward to 1.85, and how much work would that be? I mean, is it just a matter of adding one or two new required properties to each entity file, or do the other assets need to be changed? Is it something that a single person could knock out in a weekend, or are we talking a multi-month redesign? Because I'm chomping at the bit to get a mod - ANY mod, but ideally this one, the one I want to play most

577 Replies 2,991,810 Views

I convinced three friends to buy a new copy of Rebellion, and I bought a new copy myself on a different account, all at full price on Steam. Have some money, Ironclad - and some gentle reminder that we still love your game and we still want 64-bit! :)

303 Replies 2,332,682 Views

[quote who="Andrew7588" reply="35" id="3424664"] For the purposes of full disclosure, I'm one of the people who really wants Sins 2 (as I expect most of us do). [/quote] Me too!!! [quote who="Andrew7588" reply="35" id="3424664"]However, I honestly don't care if the release date is December 2018. Would I prefer Jan 2014? Absolutely, but I'd far rather a game to match Sins1 than a rushed, half done thing that doesn't deliver <

47 Replies 100,968 Views

[quote who="jurgensdl" reply="9" id="3138522"] quoting post One of the greatest lure of this game that I have enjoyed since 2008 has been that it is a space game that keeps with what a real country can do. You completely ruined that when you cap the Super weapons. By the same logic, then please remove the Cap on Max Ship Slots and Cap ships. And the cap on only one Titan! Sarcasm aside, a simple slid

55 Replies 68,950 Views

Who builds a ship whose sole purpose (with the exception of the AoE nuke) is to do a little more damage when the Advent is losing (its own ships or the titan itself)? Seems idiotic to me. Obviously the Advent Rebels are not for me. I guess the strategy is to spam hundreds of disciple vessels and get them destroyed, thus (counter-intuitively) making your titan a death machine for a whopping 60 seconds? Boy, that sounds useful, compared to the TEC Loyalist titan which is a

13 Replies 8,930 Views

[quote who="GoaFan77" reply="1" id="3122927"]Novaliths are entirely countered by building starbases with axillary government or equivalent upgrades. They prevent the planet from being lost to bombardment, including Novaliths.[/quote] They don't prevent you from losing your population and infrastructure, though. I like how shield generators (TEC only) mitigate some of the damage, but the advent are screwed. I recently had an issue where my AI ally had his main fleet station

49 Replies 24,745 Views

[quote who="bilun" reply="5" id="3122714"] Sorry, but the opponent being stupid enough(read:AI) to charge headfirst into a fully upgraded starbase+modules and lose with the TLT doesn't really constitute a balanced counter. Staying on the defensive against the TEC loyalists likely won't be an options(then the novaliths come out) Advent needs to be able to deal with disruptive Matrix on neutral ground(well perhaps advent culture, but no forti

7 Replies 3,821 Views

I was Advent Rebel fighting against an Unfair AI's TLT in this situation :- *I owned the gravity well, had culture, full research (all trees) *Had a full compliment of tactical modules built up (a bunch of synergied beam arrays, a bunch of hanger defenses, a phase inhibitor and like 3 repair platforms all bunched together near a starbase for sharing the Synergy shield buff all around) *Maxed starbase "out in front" (closest thing to the enemy ships)

7 Replies 3,821 Views

[quote who="Mr. Haze" reply="3" id="3104831"]Building planetary shields isn't exactly a bad idea now with Loyalist Novalith spam.[/quote] Exactly. Until I built planetary shields, they were obliterating both my population and my infrastructure almost constantly, so that my only income was from trade. Now a novalith hit does still wipe out an asteroid or moon's population, but some strong planets can survive a hit with population intact.

5 Replies 39,629 Views

[quote who="Yottsu" reply="3" id="3099775"]I think that you are not too far off from what the developers are thinking. I found these inside of the gameinfo folder inside of the Rebellion folders. AbilityTargetAntimatterTanks.entity AbilityTargetBackupGenerators.entity AbilityTargetBridge.entity AbilityTargetComputerCore.entity AbilityTargetDamageControl.entity AbilityTargetEngines.entity AbilityTargetHangarBays.entity AbilityTargetSh

16 Replies 26,295 Views

Basic Idea : Leaning heavily on observations of contemporary naval activities, the idea is that certain types of severe damage require the ship to go back to the shipyard for extensive repairs. In order to balance the Titan without nerfing its combat prowess, I propose that we introduce some way for Titans to sustain damage that simply cannot be repaired without paying a visit to a Titan Foundry (the shipyard that creates Titans). B

16 Replies 26,295 Views

http://new.ixios.net:13297/rebellion.mp4 http://www.youtube.com/watch?v=Be2vlbrvbls This is just a temporary URL while I try to get the thing uploaded to Youtube, which will result in it being considerably smaller download (but probably also a lot worse quality). If you want the BEST quality, watch it from the link above! The encoding i

5 Replies 39,629 Views

[quote who="bassman389" reply="7" id="3099400"]My idea wasn't to nessasarily enable the player to be able to build the other races ships; but to use the captured factories to build your own ships. My main point was that if you could capture and use factories in enemy sectors it would make the whole battle over a sector more interesting and possibly turn the tide of war in your favor or against you if the AI or opponet could do the same. One of the main reasons I

12 Replies 10,206 Views

Allowing Ogrovs to hit Titans would defeat the purpose of Titans completely. They'd basically just be a starbase that can phase jump, with no greater or lesser survivability than the units we got years ago in Entrenchment. And if you're the Advent, you already have starbases that can move (albeit not phase jump), so it's even more of a yawner. Titans are meant to be downright durable, which they are for the most part (unless fighting another Titan). They're tough as na

11 Replies 13,210 Views

[quote who="RonLugge" reply="15" id="3099193"]Possibly because that's only a band-aid on the actual problem that would split the community in two.[/quote] Uh? How would it split the community in two if the official version of the binary comes with LAA Enabled? Your logic doesn't make sense. You seem to be suggesting that only half the people would receive or use the version with LAA enabled. I don't understand how that's possible, if every

18 Replies 20,052 Views

So, not to jump on the necro thread bandwagon or anything, but... did the developers ever provide a reason why they can't just ship the game with the LAA flag on? Most people who are serious about large maps or mods are going to enable it anyway, but a certain minority are either unaware of the problem (or how to fix it) or deem themselves too technically inept to even try. 64-bit is more of a pipe dream right now (maybe for Sins 2), but LAA is not that unrea

18 Replies 20,052 Views

[quote who="Teun-A-Roonius" reply="10" id="3098789"]I agree with you that the AI spams way too many Novaliths at the moment. I played with a few random AI behavoirs though, so it may just be the Fortifier AI that does this. Anyway, my game turned into a gigantic Novalith armageddon after an hour or two. I was forced to put up starbases at almost all of my planets so I wouldn't lose them. Pretty annoying for sure.[/quote] Forced? To build Starbases? [e dig

27 Replies 54,009 Views

[quote who="Yottsu" reply="2" id="3098873"]Being able to capture enemy ship building units that are not of your own (sub)faction would become game breaking. Building ships that are not of your faction would put other players at a tremendous disadvantage since you can produce ships for your fleet (that are not of your faction) reliably. I feel as though one should only acquire ships not of their own faction by boarding the ship one so desires. If anything, an enemy Frigate Factory s

12 Replies 10,206 Views