You can cloak ships from the AI if you use the Vasari Scout phase out ability and just allow movement (and apply this to whatever ships you desire). Of course, a real player will still be able to see the "cloaking" ship [e digicons]X|[/e]
WOEaintME
Not a bad idea, I was playing a game this afternoon and all of a sudden my rapidly expanding AI ally was whining about being attacked and I couldn't understand which enemy was causing the trouble. When I looked at their planet there was a Mad Vasari Titan (already at lvl 2) pounding my ally's starbase before it proceeded to bombard his planet. tl;dr - I like the idea of making the announcement more noticeable
WOEaintMODS DLC Maps 1.0 Seeking to get the most out of the DLCs, this mod simply alters the stock maps to incorporate more random and weighted planet choices allowing DLC planets to appear on stock maps (non random ones that is). This should work without the DLCs, however, that is untested as of now Most maps have been updated, however, no competitive maps were changed This mod will work with most other mods
Sounds reasonable, maybe there'll be a hotfix for it if it is a simple mistake. Or maybe someone will show up at a later date to explain it.
I'm looking through the GalaxyScenarioDef and I can't help but wonder, why is Ferrus included in RandomUncolonizeable? I realize it takes alot of research but it seems, well, wrong. Is this intentional or just something that was missed?
Have you tried contact [email protected]?
Steam should automatically apply the patch so long as you have checked the "keep this game up to date" box. If you have Rebellion without steam then... well... we understand how you acquired this game.
After stars go supernova don't they leave behind neutron stars (or pulsars depending on particle rotation and magnetization) or black holes? I don't know, I'm no astrophysicist but that was my understanding and if that is the case then it sounds like supernovas are just asking to become a thing.
Yes sir, I got mine on colonization of some asteroid less than a month ago.
[quote who="SageWon" reply="3" id="3421122"] There is a already a bell that rings when they are built! And they don't take long to be build. So I don't really think a completion notice is also needed.[/quote] There is a "structure complete" notice for generic structures so why not make a "superweapon complete" notice?
Also, there is a defense against it. Culture. I haven't seen any of my planets lost when they had culture above 30%.
As always, Goa is right. I've linked where Yarlen says it "is being addressed in a future update". https://forums.sinsofasolarempire.com/449969/page/2/#replies
1. I'd like to see pirates get more diverse in general. Be it with stolen ships from none TEC factions or technologies from various factions. 2. Don't particularly like this personally 3. I'd prefer something like a certain planet has a disease that lowers allegiance by a given % (say 10%), causes population to decrease at some rate and has a small percent chance to be transmitted to other planets by trade ships. After some amount of time this wears off as the popu
[quote who="ZombiesRus5" reply="7" id="3417409"] Quoting Turchany, reply 6 Quoting Blair Fraser, reply 5TAR should not effect these. Its bugged and will be fixed. Awesome. Any chance on changing some of the neutral factions' ships into Advent or Vasari ships? I'm not sure I follow this one... The rebellion is of your population on one of your planets. Consequently the ships that spawn are based on yo
Updated as per Turcs suggestions
[quote who="Turchany" reply="22" id="3417316"] Quoting WOEaintME, reply 21Based on how much the TEC Rebels hate everyone, especially aliens, I feel as though the Mad Dark Fleet should attack everyone, especially the TEC Rebels. Just my two cents though. And as Vlad said two posts above, it would be nice to see the rebellion fleet as the last owner's faction and not always TEC. True, there should be an exception so that the open rebellion or the par
Asteroid - TEC Terran - TEC Oceanic - TEC Greenhouse - TEC Advent Desert - Advent Barren - Advent Ice - Advent TEC Dwarf Planet - Advent Volcanic - Vasari Ferrus - Vasari Shattered Moon - Vasari Other non-colonizeable - Pirate
Starting this because it came up in the Random Events Lists (Mostly) thread https://forums.sinsofasolarempire.com/449969/page/1 Essentially, TAR means the TEC Rebels are unaffected by any Mad Vasari events. In addition, an open rebellion on a TEC Rebel world is not a real danger because the rebellion will not attack the TEC Rebel ships (so long as that player has TAR researched). Additiona
[quote who="Xeonzs" reply="9" id="3417215"] Ah okay, that's exactly the case, the 162 culture planet only had 1lane, the others had 3-5, thanks for clearing that up. And yes, Open Rebellion happens without enemy culture, you could've already moved your borders passed that planet (last known capital of defeated faction) and it will still keep spawning open rebellions there no matter what. I agree there should be a wa
[quote who="Turchany" reply="17" id="3417241"] Quoting Emplear, reply 16I haven't had the event Mad Dark Fleet Titan so is the mysterious Vasari enemy a mad Dark Fleet? It's just a neutral titan spawning at the star's gravity well (enemy of everyone except TEC Rebel with TAR researched I guess). And that neutral, grey faction is named Mad Dark Fleet Remnants.[/quote] Based on how much the TEC Rebels hate everyone, esp
Having looked at the ship graveyard I'm wondering, are there any Vasari ships in the gravity well? Additionally, is there a tech planned to allow factions to salvage ships and thus allow them to utilize other factions ships? I was thinking a tactical structure research or simply a research that allows them to be salvaged without a structure being built (probably easiest to have a list of what can be "salvaged" rather than having to actually click and select a ship to salvage).
I just made a quick map with a few of the new planets, stars, uncolonizeables, etc. A good number of random planets too. Might be good to investigate the new dlc or it might be sh**. Either way feel free to download from the link below http://wikisend.com/download/394450/Chaos%20Surrounding.galaxy EDIT: I should add this map will need to go in your C:\Users\ \Documents\My Games
I would guess the ability traps 18/27 strikecraft for a duration of two seconds then the ability refires, all the old strikecraft are released as the ability refires and thus retrapped. However that is pure speculation as I too have not investigated.
I recommend comparing your modded file with the original (notepad++ and the compare plugin are great for this) Notepad++ Download: http://notepad-plus-plus.org/download/v6.5.1.html Compare Plugin: http://sourceforge.net/projects/npp-compare/
Probably in the player entity or the entry that is 3rd (i.e. the one you'd be mousing over as soon as you clicked the defensive structures). But as Goe said: [quote who="GoaFan77" reply="1" id="3414170"] You probably screwed something up[/quote]