I am pretty sure that you choose the faction colour when you make a custom faction. If you don't choose one, it's probably some random colour.
deathbypie
A pirate raid, when launched, goes to a gravity well of whoever has the highest bounty. But they stay there until they are either destroyed, or they have nothing left to attack in that gravity well. So it doesn't matter if there is still bounty on you, or if there is bounty on other players. You have to kill the pirates from the initial, or completely abandon the gravity well they are attacking.
So, I was looking through the "English.str" file in Rebellion 1.04, and found entries such as: StringInfo ID "IDS_CUSTOMGALAXY_DESCRIPTION_RANDOMLARGESINGLEFair" Value "Competitive version of Random - Large. Artifacts and planetary bonuses have been removed. Planetary militia and resource rocks have been normalized." or, StringInfo ID "IDS_CUSTOMGALAXY_DESCRIPTION_TYPHOONFair" &nb
[quote who="vyolin" reply="39" id="3181285"]Side note: Stripped to the Core doesn't benefit from Salvage Efficiency although the tech states otherwise. Can someone confirm this? I had the intention of reducing SttC-values to 0.3 of their originals and move it down the tech tree while adding a set of salvage techs further up restoring the old amount over several tech tiers. Doesn't work though. [/quote] Salvage Efficiency only affects structures. I beli
[quote who="AgentExeider" reply="9" id="3180924"]Well it depends on who is first in the select group and who is the actual fleet commander. The issue comes into place when you select a ship that is NOT FLEET ACTUAL, IE. the ship with the command logo above them. The problem is when you hit 1, you select someone else, and when you hit create fleet to add ship into it, you designate them a NEW fleet. Make sure you click the fleet commander and set him as Select Grou
[quote who="vyolin" reply="35" id="3180583"]Since I proposed kind of the same I second Mow Mow's idea. Regarding your comment above, Tohron: Reducing the planet's HP automatically is equivalent to increasing scuttle time. They both increase the window of opportunity for enemy players. That being said I still find your proposals a bit excessive. As I put forth already SttC scales extremely well with little maps which makes it hard to balance. So how about a
[quote who="vyolin" reply="18" id="3180716"] Actually they are worth more than 3 tradeports in terms of income. 3,5 to be honest. Two trade ports would generate that income only in a chain of about 4-5 planets. Good luck beating that early on. [/quote] Oh, I was just checking the numbers from a game I had with one trade port in single player, but that was set to "faster income rates". That being said, I find it somewhat interesting that capital ship income is unaffecte
[quote who="Skote" reply="10" id="3180125"] So at the end of this the Vasari are no 8/8 in Civ and 8/8 in mil labs. Lets see how far on top they come out in all this. 3000C to get to shipboard 1800C for prerequisites to Research shipboard labs 2400C to finally research the damn labs themselves. 9000C for the Capital ships themselves so you can be 8/8 in all research trees. With a grand total of 16200 Credits! What a
I think some sort of replicators, like the ones from the show Stargate sg-1, would be a perfect enemy for the Vasari to be running from. They consume advanced technology to replicate, and can't really be stopped by a fleet of ships, so it could work. And they are relentless. Plus, phase stabilizers look like stargates..
[quote who="Ryo_Wufei" reply="6" id="3180099"]Thanks for your replies ! I have other things that I have not fully understood, could you help me with these too please : 5) At a certain point, I couldn't send more pirate regular raids against some enemies (there was a sort of pirate saber in front of their icon). I believed it was because they were already under a pirate attack but it lasted hours... In middle game, almost half or the 12 players had that symbol. <
I find this annoying as well, at the very least. Especially since capital ships still always appear before the rest of the fleet in the Empire tree - though no longer ordered by level. And tabbing through is a mess, as stated. I don't think it could possibly matter less whether or not you can call it a bug. I just hope it's fixed at some point. I find myself putting my capital ships into their own control group just for the convenience.