[quote who="Arfoire" reply="1012" id="3195917"]If your having problems re download it and use the latest version of 7z to unzip it. you want to have them in this order in game. Planet Mod, Militia Mod, the races you want,SOTF core mod Reb.0. with the planet one at the top and the core at the bottom.[/quote] Thank you! I was assuming that the core mod needed to be top of the list, and that race needed to be above militia. Still crashed with nothing bu
Ressy999
Looks awesome, wish I could try it. The core mod (SotF Core Reb.0) causes my game to mini-dump when enabled. Using the most recent "Rebellion.0.4.7z" download
I just find it interesting that the AI preferentially targets me, even when I've got a 5.x relationship with them (they had a 3.8ish with me, so I couldn't treaty them), and am in a different system. I had two different TEC players shooting down my planets, one of which had no planets in my system, and vice-versa. Seriously, played on a huge random and the planet bombardment damage I took was about 3x as much as the next highest enemy, and all of that was from novaliths, the o
From what I've witnessed: Pirates will raid exactly one player every time the counter runs out, even if there are multiple bases (in multiple systems even). Prates will raid the player with the highest bounty on them. Pirate bases are rendered nonfunctional when the planet is bombarded to the point the pirates loose control of it (or if the loyalist advent titan captures it), this means that the TEC superweapon can take out pirates fairly easily. The ships and defe
[quote who="Mr. Haze" reply="8" id="3145109"] Kostura doesn't shut down Starbases.[/quote] It does provide a phase stabilizer node which lets you approach from a different direction though, getting past the phase-lane chokepoints.
Pirate starbases would be cool. Also a pirate starbase that started out with no upgrades, and then upgraded along with the rest of the pirate stuff would be an interesting addition to the game.
I've been in this beta and the Diablo3 beta. Stardock communicates with your guys WAAAAAAAY more. Be grateful for what you got.
[quote quoting="post"] Edit: I should note that when send into a grav well that consisted of nothing but mines, like a recently taken over planet, scouts will go about their normal business of mine-zapping, but it seems to take forever compared to entrenchment and diplomacy. Rite now id rather fight multiple starbases in every grav well then a few groups of mines. [/quote] It would be nice if there was a better option to clear mines than just ramming a kol/titan thro
Well, seems like several of the changes are designed to encourage faster games, and less turtling. Titans being rebuilt with full xp/levels, novalith spam, new victory conditions.
Well, now you can uninstall Impulse, Install Steam, and have the same number of programs? Or did you have other games on Impulse in addition to Sins? Personally I was thrilled to hear it'd be a steam game, since I prefer to use Steam for all my games and only installed Impulse for Sins.
It would be nice, but it would also make the siege ships (torpedo cruisers etc...) almost entirely useless. I don't see them putting this feature in, would mess with defensive balance a bit too much.
It's somewhat hard to check if it's in .62, seeing as it requires having a captured asteroid mine (owned by myself or allies) in the same system as an enemy AI controlled rebel TEC titan. Thus I thought the best thing would be to disclose everything and let the devs decide if it's an issue.
I was playing in .75 while it was up, and the enemy AI's rebel TEC titan I was in combat with used snipe several times on an invulnerable metal mine in the system (asteroid belt). Due to this, and the Titan trying to track my fighters with it's primary weapon it never used any abilities on my capital ships or my titan. It was far easier to defeat due to this targeting issue than should have been the case.
Part of it might be the classification of the titans at the current moment. Unless the AI is coded to see the titan as the powerhouse it is it might just regard it as another frigate or cap ship.
Personally I run all my games through steam if possible, the overlay is both unintrusive and a good way to organize with other people for co-op or such.
In Trinity/Diplomacy it was common for a "destroyed" faction to still have planets, ships, etc... However all ships (excepting mining/trade ships) were barred from phase jumping, no new planets could be colonized, and essentially the defeated faction became neutral. What seems to happen is that when some fraction of a sides fleet is destroyed, that side will surrender and become neutrals. TL:DR It's not new to Rebellion, and the side will not behave offensively.</p
I know someone who shares a steam account, here's how it works: If you are in a game (excepting certain games like TF2), and the steam account is logged in elsewhere, you remain in game but are logged out of steam. Thus it is certainly possible to use one copy of the game via steam to LAN with yourself. Some games can use this for transferring gear (borderlands, titan quest). So all you'll have to do is boot up SINS on one computer, then log into steam on the oth
A *friend of mine* bought the game just for the mods, since the mods required the patched version of the game to function, and the patches required impulse. So yeah, more mods=more sales=more happy gamers pre-ordering rebellion without hesitation :)
It would also increase the CPU load, since Strike Craft would also need to track munitions, in addition to everything else. As to corvettes being in a gravity well only, if they were cheap enough, and had decent enough punch (as in better than current to offset them being defense only) then it'd finally give people a reason to station a ship building facility on more planets.
Don't forget that a rebuilt titan may keep it's levels, but the experience still gets reset to 0. Meaning you still gain advantage when killing an opponent's titan in that yours can level further, while theirs will remain the level it was killed at for a long looong time.
It also deprives you of easy exp fodder for your capital ships, just sayin.
There's one thing on the loyalist titan's planet bombing animation that's been bugging me. There's two sets of launchers: L1 R1 L2 R2 L3 R3 L4 R4 The firing sequence is: L4, L3, L1, R4, R3, R2, R1, L2 Why isn't it just L4->3->2->1->R4->3->2->1?
Next time you can press F12 to screenshot using the steam overlay, and then upload them as images through steam. Much easier than downloading a .rar There's a bug with ships disappearing, they still exist in the gravity well, but cannot be seen, cannot move, and when zoomed to all that shows is background. You have probably encountered this bug.
My titan disappeared in the same fashion, it's not an isolated incident.
The optimization is spectacular, ran an 8-man multi-system with everything on highest (which I never would have dared with Diplomacy) and everything ran smooth as butter. I love the amount of detail in this game, being able to scale all the way down to a single fighter and have it be detailed is great, and something very few games have. Even Company of Heroes' individual units don't look quite this good.