SageWon

SageWon

Joined Member # 3240874
3 Posts 107 Replies 1,142 Reputation

[quote]I just had a cap ship disappear into a wormhole (though the game will tell you its still there as usual. This is an issue that really needs to be fixed.[/quote] So do you have a savegame you can send in? Maybe the autosaves befor & after it occurs. Complaining about it alone, ain't gonna help getting it fixed. [Edit: I got ninja'd, by Yarlen posting at the same time]

8 Replies 11,771 Views

[quote]Im not sure if it is supposed to be like this but it only starts to increase allegiance once the planet has culture on it[/quote] [quote who="GoaFan77" reply="1" id="3139036"]Its the way all allegiance bonuses work. It increases the max possible allegiance, not the baseline.[/quote] Hmmm... thats interesting. Maybe this is why Induced Reverence doesn't increase an ally's allegiance when you have a starbase at his home? I just thought it was a bug.

11 Replies 14,722 Views

[quote who="GoaFan77" reply="1" id="3139105"]the maximum culture loss rate.... 0.07% per second[/quote] I agree with the all of original post. Like GoaFan, I think the main culprit is the maximum culture loss rate of 0.07% per second. This means it takes a minimum of 24 minutes to bring a homeworld down to 0%. No matter how much culture you throw at them, its the same, and... its too long. That maximum rate is too restrictive.

8 Replies 9,908 Views

[quote who="DirtySanchezz" reply="2" id="3138948"]The problem with this is that it's a team game, and your team could still win the game. It's quite possible that when you were defeated you did it in such a way as to impose a strategic cost on the opposing team, allowing your team to win. (Taking one for the team.) I don't see why someone who does that should not receive a win if his team wins because it is a team-based game.[/quote] I explained myself poorly, so I edited

7 Replies 15,661 Views

If the last player on a loosing team won't quit, you have to kill his whole (online, locked) team to get the win. (ie: All of his online team has already accepted the imminent defeat and has already quit or surrendered). The game won't/doesn't give him a loss if you kill just him (all of his planets and fleet)! You have to kill every last shred of ALL of his remaining AI team to get the win (and him a loss)!

7 Replies 15,661 Views

[quote who="Mr Haze" reply="6" id="3138615"]You do realise that you have to launch Rebellion through Steam, right?[/quote] Also, You do realise that you have to update [to 0.80+] through Steam, right? Then go into offline mode, so you can lauch without steam. [Edit: Oh, forget it]

8 Replies 5,076 Views

[quote]What is it good against? Er, supports that anything can beat and with the current flak nerf, flak; except no one will spam flak anymore... -They get hard countered by HCs, a commonly spammed late game unit.[/quote] Sloan, they are good against Carriers too (Heavy armor too), and late game when their abilities are teched, they fulfill various roles. So: flak, carriers, support, and then add special abilities. So still good against alot, IMO. The

35 Replies 38,900 Views

[quote who="Tripularity" reply="59" id="3137699"]How about giving us an option to disable auto updates?[/quote] You CAN! Just set Steam to offline mode. Calm down, its really your fault. They warned about the next patch , after a bunch of ppl like you complained after last patch. And its not like the patch timing is unpredictable or unavoidable!

105 Replies 65,683 Views

[quote]send me link with replays [/quote] Look in the Sins Multiplayer board. Here are some 1.34 replays provided by Astax just 2 days ago! Here are some pro 1.34 replays I provided about a month ago. Also some by DirtySanchez .

2 Replies 5,020 Views

[quote who="bilun" reply="29" id="3136494"]Here's the thing: most capitalships can deal 40-50 DPS with planetary bombing(that's before upgrades). Against a 6000 HP planet Provoke hysteria deals 60 DPS. [/quote] Yeah, this is incorrect. Most cap ships do 4-5 dps (even tho the info card says 40-50)! Ten seconds for every shot or something. Provoke Hysteria kills 1% per second, for a total 40% (so yeah 60dps for a 6000 health planet). Provoke Hysteria IS

89 Replies 66,341 Views

[quote who="marqvardt" reply="3" id="3136343"]Havent played a single game (30+ games) without someone crashing/minidump/whatever.[/quote] Can your system (and everyone else's) handle the graphics? Have you tried lowering effects to low? Do your systems meet the minimum game requirement? Are these all LAN games? Have you tried online? Have you tried single player to see if that crashes too? It sound like more of a problem with someone's compu

6 Replies 5,130 Views

After watching this replay, I noticed that the starbase trade income from enemy planets was not showing up when you hover over the Credits Summary. Not sure if it wasn't being added tho? I saved the game, and played it a little longer. And was able to get the income into the upper 1400s quite easily.

18 Replies 12,450 Views

[quote who="bilun" reply="7" id="3134642"]That certainly trned into more of a rant then I expected... [/quote] Wow, that was a "rant". While you raise some good points, your understanding of Global Unity is obviously incomplete. I was just making a small observation, not wanting to argue.

12 Replies 9,693 Views

[quote who="StarFallArmada" reply="6" id="3134593"]They have hamstrung a lot of the diplomacy in rebellion. Hopfully somthing that will be fixed. As it stands you only seem to have a chance getting a ceasfire, and especialy a peace treaty with somone that is your race AND faction. And dont count on getting pacts at all. [/quote] [quote who="Pat_22_" reply="7" id="3134598"]Well that game mechanic was implemented so in multiplayer games people can't just full-pact up right as the ga

10 Replies 11,814 Views

[quote who="bilun" reply="4" id="3134555"]This is with the current Beta 2a. 1) After clearing a planet with too much hostile culture to colonize - in Trinity, I could typically just wait it out - eventually a planet in hostile culture would become colonizable anyway after a certain amount of time. But in this release, there didn't seem to be such an allowance - I could not colonize it at all until I could push more of my culture into the area - bug or new behavior?[/quote]

12 Replies 9,693 Views

[quote who="Arbiterhark" reply="31" id="3133279"]In what games ( entrenchement, diplomaacy, trinity and rebellion) is the Development Mandate availible?[/quote] In all of them. Its a tier 6 TEC Civilian tech, that's always been one of their best techs.

33 Replies 77,959 Views

[quote who="mcintire" reply="20" id="3132493"]This means in your case with the 3 culture centers each enemy planet only recieves the "power" of 1.5 I hope I explained that right, that's how I picked it up in another thread.[/quote] Yeah thats right, if the culture spread is being cut in half by only 2 lanes out. If there are more lanes out, then its less. ElRobino, look at your planet info cards to see how much culture you are attacking with. It has to

24 Replies 72,113 Views

[quote who="SivCorp" reply="3" id="3130777"]Right now I just time it off of autosave ticks - every 15 minutes....[/quote] I've been using the autosaves as a timer too! Especially now that mine autosaves every 1'40"! (Mine used to be every 5 minutes)! Are the more frequent autosaves a feature of Rebellion?? (To check the time after an autosave notice, hit menu, load game, switch to autosave list, and look at time on the top/last autosave,

17 Replies 10,242 Views

[quote who="NovaStalker" reply="6" id="3130605"]I'm just parroting what it says on the wiki [/quote] More & more, I find that wiki is incorrect!! I'm pretty sure the following statement is wrong: " A single deliverance signal will cause a -3 culture rate"

11 Replies 9,835 Views

[quote who="SgtHop" reply="41" id="3130663"]but my game still crashes like every 10 minutes. Yes, my drivers are up to date. Yes, my hardware is modern. Still crashes all the time. [/quote] Sgt, try putting all the video effects at low (down from highest), under options, effects. Maybe even turnoff some special effects. Your computer might not be able to handle all of highest graphic effects. [quote who="Yarlen" reply="35" id="3130623"]<br

143 Replies 74,088 Views

[quote who="WrathOfLust" reply="6" id="3130274"]Just to add,A speed toggle needs to be implemented,same as single player were you can press plus to get the game to x2/x3/x4 so on[/quote] LOL, yeah, how could this possibly work! Everyone needs to be synced together. [quote who="HokieTux" reply="3" id="3130187"] Quoting Pbhead, reply 2 sonds like a desync. You and the buddy who had a different game state should send in both files to the dev

9 Replies 9,975 Views

[quote who="NovaStalker" reply="1" id="3130237"]It's possible the capital was producing more than 6 culture per second so your signals never actually pushed the culture away.[/quote] Yeah, its possible that he never actually pushed the culture away, but where do you get 6 culture/sec? To my understanding, each shot delivers '50' culture. So 2 shots, means '100' culture, therefore the capital would've had to have more than 5 culture towers (5*20), or

11 Replies 9,835 Views

[quote who="SithLordAJ" reply="20" id="3129803"]Here's a test for you (or possibly me): The spreadrate bonus given by confluence is huge compared to the standard advent culture techs. I'm wondering whether confluence is working as intended, and so I would like to see a comparison between the spreadrate of maxed-out standard culture (no wall of faith just to remove that variable) and the spreadrate of just maxed-out confluence. Then for kicks both maxed out standard +conflue

23 Replies 34,095 Views

The following are the results of my tests. Like AJ, I used a stopwatch to test how long it took Culture to reach various points, with or without the research techs, as well as with a second culture tower alone (no add'l culture research). [BTW, these were at 2X times speed, and all faster settings, so double the times for actual time to reach the planets?] Planet 1 took 59.44 with no research.....and 52.87 with confluence, 44.69 with second tower</di

23 Replies 34,095 Views

[quote who="Tridus" reply="37" id="3127607"]Based on my experience in beta 2, the Deliverance Engine's culture spread can be overwhelmed by local culture generation, in which case none of its "in your culture" effects apply and allegiance doesn't go down at all. You need a fair bit of culture generation to do that, but if you have the thing is nullified entirely except as a fleet damage booster. Compared to the other two, it's underwhelming. Maybe it should also disable

43 Replies 150,713 Views