Most games have bugs and errors and overpowered strategies, and it makes more sense to release it and let the public find a lot of them instead of having to spend those same amounts of dedicated hours having to pay people to find them. Mind you they do hunt for them, but there is economy of scale and it is far cheaper for everyone involved for it to be released before it is perfect and just plan to patch it up as needed afterwards. Sins has a good record of patches and support. [e dig
CoronalFire
[quote who="Volt_Cruelerz" reply="50" id="3191745"]No, but they can capture enemy ships which have others.[/quote] I know, was just kidding. And allies have other types.
[quote who="stein220" reply="67" id="3191743"]If it helps, think of "incendiary" as space slang for a special warhead that that rips apart whatever they use for armor at a sub-atomic level (slowly). You don't think they're really using fire like a bunch of cave men do you?[/quote] The main point is that Sel's previous comment of why "the Gauss doesn't make sense using minus armor" makes perfect sense in the way sins is set up. So does the way they
Titans should not have a sort of ability when they die, simply because Titans never really die and come back at the same levels. Killing a Titan should not punish whoever killed it because of this. If that were changed...then we can talk. As for the graphic...ah well you never know....there are patches and mods...
[quote who="GoaFan77" reply="7" id="3191727"] Quoting Procumbo, reply 3I know how to toggle the auto-explore on individual scouts, but is it possible to make it so ALL your scouts have auto-explore turned on as soon as they're spawned? Would be easy to do in a mod, but no there is no in game way to do that. 2. There seem to be some problems with auto-explore... A scout on the edge of your empire, directly adjacent to an unknown planet, will sometimes choos
[quote who="Procumbo" reply="3" id="3191722"]Thanks for the help! I know how to toggle the auto-explore on individual scouts, but is it possible to make it so ALL your scouts have auto-explore turned on as soon as they're spawned?[/quote] Not that I'm aware. It is only two clicks you have to do per scout (click the scout, right click the ability -- you don't even have to tell him to do the first jump), plus you will get an alert when the scouts are built. <
[quote who="Volt_Cruelerz" reply="48" id="3191688"] True, but Guidance is an active and AEA is just energy weapons.[/quote] Do the Advent have another kind? [e digicons]:-"[/e] If you wanted to add other types to the Guidance, I think instead it would be better to do that to the Halcyon, and have guidance for bombing or abilities or something. If the Revelation did weapons cooldown you'd have redundancy or the uber pair of Revelation + Halcyon. Pe
[quote who="Seleuceia" reply="65" id="3191693"]From Wikipedia, under the heading "Incendiary Ammo": "Incendiary projectiles, in particular those intended for armor penetration, are more effective if they explode after penetrating a surface layer, such that they explode inside the target. Additionally, targets with onboard electronics or computers can be damaged by metal fragments when they explode on the surface. Ignition is often delayed by varying means until after impact."
[quote who="Seleuceia" reply="73" id="3191697"]Have any of you other than Zombie actually played VL and tried the SttC strategy? While it is immensely powerful, to get it set up early enough requires the right conditions (eco or a roomy frontline)...even extremely skilled players like How (who I've seen as VL on the frontline) are not able to Strip rush every game simply because of the nature of their starting position... There is no need to make SttC harder to get v
[quote who="Volt_Cruelerz" reply="45" id="3191644"]Hard? Not at all. Just time consuming. In my private build of RR, I'm currently testing out Guidance acting as a general cooldown reduction buff, reducing cooldowns of bombing, weapons, and abilities.[/quote] The Halcyon already has an energy weapon cooldown (passive ability). Another question is if Guidance works on lvl6 abilities, I'm guessing it does. Cooldown of bombing I like, as that
Yeah kind of a bummer when you build one of everything against the AI and then you come to realization that two Marza's work better then your previous fleet of 5-7. lol.
How hard would that be to implement? Seems a little complicated.
LOL. [e digicons]:rofl:[/e] Aren't any of you military fans? Incendiary is the WORST thing against armor. Regular shot is better for pete's sake. Metal melts a high temperature. Incendiary was not all that great against Germany in WWII, but spectacular against Japanese cities, because they used to much wooden construction. Incendiary spreads fire. Metal no burn so well. The minus armor effect is trying to mimic an armor-piercing ro
Where does all this superweapon hatred come from? [e digicons]X([/e]
Right clicking the "scout" ability will set it to auto, so each new planet it arrives it, it will choose another to explore. Scouts seem to have a priority to scout the planets closest to your empire. Say your starting, all you have is your HW. There are three connecting phase lanes, to planets unknown A, B, and C. Sending one scout, he is going to pick one of the planets (say A), and then return to your HW to scout B and C, unless A happens to have a phase lane connection to B or C,
[quote who="Wintercross" reply="65" id="3191434"]I think it's a shame STTC was bound to abandoning planets... I was originaly under the impression that the VL Titan would consume planets. Having it as an ability would have been much better in my opinion. Would have also opened the doors for more modding fun.[/quote] Haha my thoughts exactly before Rebellion was released. I thought it would be a Titan ability. [quote who="vyolin" reply="66" id="3191556"]I concur
[quote who="ZombiesRus5" reply="51" id="3191337"] Quoting Volt_Cruelerz, reply 51Kol needs: 1. GRG secondary effect changed 2. AFF made passive Yes, why people can't just think in simple terms...[/quote] Quick question. Why would you guys prefer the AFF to be passive instead of say, reducing the AM cost of the Kol's abilities and/or increasing the AM reserves of the battleship? Just curious. I like the idea o
[quote who="Seleuceia" reply="61" id="3191411"] Quoting CoronalFire, reply 60The point is the VL would not be able to continue running around like they had no fleet supply. No, it is the exact opposite...they continue running around precisley because they have fleet supply...they need to eat planets in order to research techs and build up/replace their fleet...stop eating planets and their economy dies (especially since they may have abandoned their core planets or had to stri
[quote who="Seleuceia" reply="55" id="3191350"] I initially thought taxation would be a good idea, but my biggest gripe with it is that if the income is taxed, how do you pick a good number for earned resources? Currently, I find independent of whether this income is taxed, SttC provides too many resources considering how easy it is to get...your first stripped planet (which usually is some random planet near the center of the map) basically gives you a titan, and if you get
[quote who="CarighanMaconar" reply="98" id="3189423"]The problem with the jumping Orky is simple: As the player defending against it has to increase his fleet supply to be able to build a fleet of similar monetary value to the Orky, he will effectively spend more. This is even more problematic since it has a long-term impact - you cannot undo supply upgrades. So the problem really is that there exists no cost-effective way to destroy the orky
Don't care for that allegiance idea. Then VL would have to start stripping their own worlds.
Ah he said to trust your feelings. So, if you feel your losing your job, you probably are. But stay calm.
[quote who="RiddleKing" reply="68" id="3191200"] Quoting OddskiBoddski, reply 67Too much good-natured fun these days? Too much happiness and love of Rebellion? Thats not it.. as much as the same old troll post keep going on week after week. My biggest concern is re-playability of the game. It somehow feels the same as diplomacy esp since we have to crank down the settings for our quad cores to handle it <img src="http://web.stardock.net/images/smiles/themes/d
[quote who="ZombiesRus5" reply="39" id="3191156"] Quoting Seleuceia, reply 32 Quoting vyolin, reply 31Firstly, I second any change that makes SttC-income subject to taxation. I actually am strongly against this...taxing the income would make SttC falll apart as a viable strategy late game...now, maybe the amount of resources you get is too much, but I don't think it should be taxed... Making it harder to strip (maybe it takes longer or something) I am okay
[quote who="OddskiBoddski" reply="55" id="3190686"]Glad to know I've joined Mecha's list of derps running around the forums. This means that I should obviously go get out of my mothers basement and get a real job, since obviously I'm failing at (insert job that can be performed from basement.) Then I can actually go outside, talk to someone face-to-face for the first time in a decade. After that, I'll get back into shape since I've spent years eating (insert stereotypical