I like the limitation. Why? If you play multiple star maps, and on another star is a TEC. He had enough time to spam his Nova and other defenses, and nuke all your planets away (if he had enough). Superweapons should be powerfull, but not game-ending. Maybe you could give the SWs a percentual buff. TEC Loyal: x% chance to destroy the planet completely and turn in into an Asteroid (i have seen this in one mod, something with Atlanter race i think) Advent: x%
LazerusKI
[quote who="crisaron" reply="4" id="3137438"]yeah if limited to 4 they may need to up the effect of the vasarie and the advent. [/quote] think so too. the limit is not bad at all (i dont like superweapon spam) but it would be more elegant to build in a slider so that the player can decide how many superweapons would be alowed. also...if they will be at only 4: buff them,, maybe with more research
I like the Illuminator and the TEC Railgun idea. Because Advent is my primary race to play, in dont know TEC very well. At the beginning i thought "oh nice damage" as i have seen the illuminator stats...3 cannons, cool. Then i have seen...stupid unit, y u no focus one unit? 3 Units at all, that means the enemy have to spread out so the illuminator can target with all his cannons. Focus fire would be real nice. The Revelation Battlecruiser is not so interesting. to
sounds interesting. would be also a nice thing for balancing. you can rush your novalith, but to reach full power you need more research, nice. do you have any other ideas for Advent and Vasari too?
[quote] If they actually put a limit in numbers then they would have to give buffs to the superweapons because right now they arn't worth building much at all.[/quote] think so too. Kostura can be very powerful in the right hands, Novalith is fun, Deliverance is nearly waste of money thats what i think. [quote]A base broadcast center is 20[/quote] realy? i build the advent in my last round, on my terran homeworld without another resear
Deliverance stacks, but only two of them. [quote]A single deliverance signal will cause a -3 culture rate for the planet until the planet revolts or your culture is pushed away, two blasts will cause a rate of -7 but that is the maximum possible loss[/quote] the shield will negate the Novalith, fine. but what happens if you are Advent or Vasari? Superweapons are not the problem, they are part of the game and normaly you cant win a game with pure focus on them. the only probl
it wasnt on the desert planet. My first world was terran, then i have found another planet, desert. better location, better to defend, so i set this to my new home. the terran jumped from 13 to 18. the desert was on something like 4 or 5
its the same file like this one here: https://forums.sinsofasolarempire.com/422839 http://www.file-upload.net/download-4295402/Culture.rar.html but i dont think you can see this inside, because the savegame is after the homeworld change. Maybe someone else can take a look inside the Culture Rate numbers in another game?
and this isnt counting as a loss in this gametype? interesting
Auxiliary Government protects you against the loss even if your Home Planet is destroyed?
Yep...i have seen this now. Very intresting, oh yes. here is a savegame where you can see this http://www.file-upload.net/download-4295402/Culture.rar.html but i have to say...its not bad at all, if it would affect only neutral planets and not the enemy, it would be a very powerful high end tech
Happens with Advent Loyalist. Researched: Unwavering Believ 2 Confluence of the Unity 2 Global Unity 2 Home World: Normal Terran at beginning 1 Culture Building build on. Culture Rate was at 13,5 after i moved my homeworld to a desert, the culture rate on the Terran jumped to 18,5. I dont know if this is a bug, or a feature. if it is a feature, please explain me why this happens^^ Also: The Culture Rate at the beginning is at
yes, supreme commander was in my mind with this idea^^
I have seen the new Gametypes "Destroy the Home world" and "Destroy the Ship". So...i have thought...what about the superweapons? Novalith could just shoot the home planet and you couldnt do anything: TEC Loyalist would be very OP at this, because they can rush their Novalith. Kostura could stun and maybe destroy the Capital ship if you have enough kosturas. Because Rebellion is still in Beta, i wantto mention this idea: Superweapon defense building<br /
this sounds very nice /close
yes, sometimes its very cpu intensive.but even after he destroyed his fleet - there was no change. still pingspikes with over 500 and freezes...crazy i think the physics wont change in rebellion? mhhh...is there something like a benchmark for sins to test the game under extreme situations like this?
thanks, found it for myself a few moments ago^^ removed the titan and dread buildings from home wolrd, now its fine... but for the next time...i will try to download the Standard version first *facepalm* hope there will be Rebellion support later, this mod is awesome
I have played a long round Diplomacy today with a friend of me against AI. After a while he had ~150 Long Range Ships (TEC) At this point the game went unplayable. His ping moved to over 500, we had sometimes 30second gamefreezes and those things. So, my question is...what happens with Rebellion? Will Rebellion lag exactly like Diplomacy in these situations? Rebellion is steam supportet, so i think the connection would be much better?
I like to improve my game with new planets. New Abilitys and everything. So, i have found two realy good mods for this: Maelstrom and Distant Stars. But: is it possible to create a whole new mod only with these planets? Is it existing? I tried to look into the mods for myself...but i cant understand it at the moment, so i cant remove the planet to turn them into a new mod for my own games. Im playing with Distant Stars enabled most of the time, Mae
The Planets are awesome! But Sadly: the titan System is gamebreaking. You can build your titan in the first minutes...and clean a whole solar system with it.
oh my god, i hope they will fix this.
I havent played Advent on Culture tech for a long time, but with Rebellion i gave it a new try. I can remember that my Culture could turn Pirate Bases to Neutral, i dont know in wich expansion or mod this was, but it was possible if i remember correctly. Now i tried it again, but the Pirate base was remaining at 25% Allegiance. So i have only a small question: Is it possible to "destroy" Neutral faction planets with Advent Culture?
it would be also a nice buff for the Deliverance Engine^^ Shoot at a planet and it creates your Culture. if it is another player all of his planets creates this.^^ Nah xD @Nova Maybe a possible highend research, T8 or something like that, but not with the actual tech, this would be way to OP. I have played some rounds with a friend of me (Diplomacy) and the Advent Culture was so strong, that he cant even settle at the same solar system with me.
I tried the Beta for myself now (finaly paypal, finally), the Advent Loyalist got the research that their Culture is spread from their own worlds. I havnt seen anything about enemy worlds, so i think its a bug...or i havnt seen the right research
i think the pirates are way too powerfull... can anyone tell me, how i can change the "Pirate Base" into the normal pirate base of soase? PN please