Seems I may have found the source of Paragon not reducing your Sovereign's HP - it was reduced when the Sov and target champion were by themselves, but didn't drop when they were in the same army. Also, since XP boosters still seem to effect the outcome - consider that with General, Trainer bonuses on sov+2 champions averaging +25%, Potential I-III for +60%, Knowledge, and henchmen with Bard & some Trainer for another +40%... thats +225% XP, giving nearly three levels in a
Tohron
The changelog seems to be missing a fix for Paragon not reducing your Sovereign's HP (an issue I had). Also, any plans to change how the XP the spell gives scales with XP boosters (like Potential and Trainer) - you can be giving 3-4 levels a casting, which gets pretty ridiculous (as in, level 40+ champions ridiculous).
[quote who="Cpt_Siddy" reply="7" id="3204644"]MyPeenus. [/quote] Surely you mean the Mihp'einus Penetrator?
[quote who="GoaFan77" reply="26" id="3203947"] Quoting Seleuceia, reply 25they are important to your fleet, you are better off having them than not, but they by no means are your fleet... I'm not saying the system is great right now, but I do think (at least some) titans should be more than super capitalships. Before Rebellion, there was no "counter" to large number of frigates, the few abilities that could wipe out a fleet where extremely hard to use and could be av
It seems like a significant issue is that higher-level rebel titans can plow though most opponents with little or no support. Obviously, such an expensive unit should have a major impact, but when two level 4 Chastic Bursts will destroy most nearby subcapitals, you're rendering a chunk of the game obsolete - players have to build a very specific fleet composition (large bomber count) or lose. Problem is, the fundamental focus on Rebel Titan abilities (and the Maw) is widescale
[quote who="Seleuceia" reply="16" id="3201299"] 2) Get 2nd akkan after Titan...if you manage to get both to lvl 6, you have 2 instances of armistice, which is awesome...happen to get one or both of them to lvl 8, and you have armistic almost indefinitely...because armistice has a range limitation, if you stay away from the enemy fleet then they don't get the invulnerability...this allows you to keep your ships immune to bomber spam, but still use your bombers and/or
Good to hear Rebellion sold well. Not sure about the "releasing after beta feedback was all-positive" though - pretty sure there were some comments about jumping Orkuli, indestructible Kultorasks, and Strip to the Core... Overall though, it's good to hear that Stardock is getting more flexibility thanks to a digital focus.
One thing that stuck out to me in these replays was how people often ignored constructors while focusing down buildings (often building being made by those very constructors). Seems like a significant oversight, unless I'm missing something.
It's hard not to notice the trend in online games for the players who know each other to be experienced to congregate together in "skilled" games and (to the best of my understanding) boot anyone they don't recognize. Now, I understand the motivation for this practice - getting an inexperienced player in the econ spot can be a crippling blow to a team, and having them in a frontline or suicide spot hurts too. Yet, it seems that fully embracing this practice makes it much h
Maybe buff offensive culture and give culture centers the ability to repel it at a financial cost? That way, the defender has an option, but the offensive player is at least creating a money sink.
I'm having a similar minidump issue with recent saves - these are the relevant files: https://dl.dropbox.com/u/73603960/AColrush7.savereb https://dl.dropbox.com/u/73603960/AColrush7.statsreb https://dl.dropbox.com/u/73603960/AColrush8.savereb <a href="https://dl
You could close out of Norton prior to beginning the download, then launch it again after you've finished installing it.
Guess one option for Wail would be to make it extended damage - say 125% of the current output delivered over 2 minutes? Of course, you'd need to do something about dual Red Button SBs while you were at it.
Feels like they could have resolved the issues by the time-of-release they had with more frequent patching and more willingness to experiment in the beta. It always feels like the ability of the forums to provide feedback is being wasted during beta - people are willing to regularly evaluate new builds - but if there's no updates in several weeks, then they're left commenting on old features that may have already been adjusted for the insider builds. And yes, I know more u
[quote who="JuleTron" reply="68" id="3191595"] Making SttC an ability on the matter processor [/quote] Wow, that's actually a really good idea! It would slow down strip time by forcing you to build the structure, and give defenders a chance to save the planet by destroying said structure.
[quote who="AceXMachine" reply="101" id="3191475"] Might be a valid point if the VR could jump multiple SBs per grav well...but...they can't.[/quote] There is an exception there - a team of VR could deploy one starbase each to the same gravwell - and I'm hard pressed to think of an answer to that other than massive, multi-fleet bomber spam. Regarding the proposed solutions, I like the combination of reduced phase lane speed and making it an upgrade to
Since we seem to be making suggestions now, I might as well link to my original topic: https://forums.sinsofasolarempire.com/427264 Most relevant would be the combination of increased time and about 50% planetary HP reduction & no HP regen. For a newly colonized world in enemy territory, this would mean you just have to get ships into siege range to decolonize, since it would only have 25-150 HP.<
[quote who="vyolin" reply="36" id="3191119"] Quoting Mecha-Lenin, reply 35 Worst idea ever. And I'm not even trolling. Care to elaborate? [/quote] This whole topic has been discussing how just the planet-denial components makes Strip OP, and you're suggesting to make it available earlier with no limitations on that part.
How about it making it an ability that gives fighters that would die a chance to "teleport" to skirantra - in practical terms giving reduced construction time and no AM cost to the next ship built from that squadron? Just throwing it out there.
Not sure about that - seems like emptying Chastic Bursts faster into clustered HCs or Light Carriers (particularly if you're using repulsion to keep them together) means you have significantly better odds of wiping them away before they can escape - a mid-level Eradica can certainly bank enough AM to wipe away HCs and Light Carriers without needing its AM regen. At minimum, an allied Kultorask would get a big boost, since it nearly always has surplus AM and reduced NanoLeech+Grav
One thing I'm not sure of - does guidance work on titans? If it does, then there actually is a very good incentive to use it.
Think of a tower rush in any other RTS, but without any of the drawbacks (the towers can move, and aren't vulnerable when building). Orkuli were designed as a defensive measure - they cost a lot, but those costs are repaid with an incredibly tough vessel that can defeat small-mid-sized fleets by itself and slow down larger ones for quite a while. When it costs you absolutely nothing (once the tech is researched) to convert an installation balanced for defense int
[quote quoting="post"] It's no secret. People ban the Vasari rebels because of the mobile starbases. The funny thing? The race with the best counter to the mobile starbase is.....you guessed it. The Vasari. Specifically I'm getting a phase missiles and their ability to focus fire a target. I'm not 100% sure, but to make things even more amusing, I think the VR get the unique phase missile upgrade that increases missile damage even more. [/qu
He's grumpy because Orkulus Rex is a harsh and unforgiving ruler, who will severely punish you for the slightest infraction.
Seems one problem with terraforming is that if you place those mountains around a city with cultural control over the mountain's location, and only leave a one-tile wide, oceanic entrance which you can put a boat in from your city if you want to leave... congratulations - your fortress is now literally impenatrable (as long as you can extend the ocean far enough to deny vision). Seems the only counter would be adding some way to use terraforming in hostile territory (perhaps a multi