Few issues Ive noticed. I think it was against some Advent Loyalists (but it couldve been against the rebels) that I noticed nearly my entire fleet of frigates had been converted against me. I don't know if it was because I had destroyed some culture centers, and therefore unlocking their dying special ability, or due to some of the Advent Rebel's conversion upgrades but my ENTIRE fleet of frigates was turned against me by the end of the engagement. I really think there&
justinian66
[quote who="Lavo_2" reply="407" id="3239728"] Quoting justinian66, reply 405Just played through a game and I gotta say I love it. Embassies and all the new artifacts are what sold it for me. I wish there was a Galaxy Forge for your mod though. That way I could customize a galaxy to see what all you've included. If you paste over E4X's galaxyscenariodef file, you can..[/quote] Where do I do that? Pardon my noobishness
[quote who="ARESIV" reply="7876" id="3241752"]Rebellion version: Bug Report: Bug 1: Vasari Gravity Tolerance - double research doubles the gravity tolerance -sometimes causes ships to be unable to jump away from a star. Because it tries to jump from the minimum tolerance points, which then lays beyond the area a ship can move. Moving the ship away from the star manually does not solve the problem, because it tries to get closer
Just played through a game and I gotta say I love it. Embassies and all the new artifacts are what sold it for me. I wish there was a Galaxy Forge for your mod though. That way I could customize a galaxy to see what all you've included. Couple questions though. The neutral/captureable structures don't let me use their abilities sometimes. It says I need "x research" in order to use their abilities. Are these items only usable by some races or is that a bug? Also, is there
Ahhh great. Now with the 1.41 update the alpha version you've released doesnt work anymore. Anyone else have this problem? Guess its time to try this E4X mod of GoaFan's finally.
With the soundtrack being discussed so much recently, I guess this is a good as time as any to ask this question. Is there a way to listen to the original Rebellion/Sins soundtrack in game? Don't get me wrong, I love the soundtrack you guys have put together, but whenever I get to that point in a game where Ive heard that Band of Brothers Theme for the hundredth time, I start wishing for the original Sins stuff to be back. Any modding I could do on my own to revert to the original soundtr
I'm sure you get tired of people asking this but whats the likely time frame on when the actual Beta, and not just Alpha updates, will be released? A rough guestimate is fine for me. I just dont like starting a big map knowing an update will be coming soon.
Will the new update, whenever that is, allow Colony capital ships access to EWS fighters and carrier capital ships and starbases access to EWS and Gunships? Also, would it be possible to allow the titans to have the elite fighter & bomber strike craft as well as the EWS and Gunships? I cant believe I'm saying this but the pirate raids are too weak. I remember the ridiculously overpowered pirate ships from Diplomacy DS Mod but these guys are nothing now. When I p
[quote who="ice27828" reply="7705" id="3215883"] So don't expect a new patch for like a few hours, if not days. [/quote] Ahhh, thats all I came on here to look for. So more likely a few days then huh? Oh well, back to boring old REGULAR Rebellion hahaha
[quote who="Ryat" reply="7642" id="3202153"]we have been discussing it for a while.[/quote] Ahhh, sorry to beat the dead horse. Obviously I havent read through the recent pages. Also, when the gunship strike fighter returns, will the Titan be able to build them as well as the EWS bombers?
I think there's a bug with with jumping from the grav wells of Stars. My ships are stuck in an endless loop of trying to go to the center of the star and then jump to another. Is it just me, or are the stars much bigger in this mod btw and could that be the reason why they get stuck?
Glad to see the DS mod is up and ready for Rebellion now :). Quick question though. On the map CB Birth of the Trade Order, is there any way for the galaxy forge names (i.e. Union of Earth, Martian Venusian Alliance, Saturn League, Neptunian Empire) to still be displayed in the actual game?
First off, does anyone know when the next patch for Rebellion will be? <span style="font-size: 15px; font-family: Arial; color: #ffffff; background-color: transparent; font-weight: normal; font-style: normal; font-va
I just barely noticed the same problem and came on the forum no less to post about it. Uggggh, I really wish the developers would've postponed the release date and fixed at least a few more of these issues before ending the beta
I was using the Sins Data Converter 2.01 for modifying the entity files back in Diplomacy, but is there a new program or a way I can convert the Rebellion files from bin to txt? The SDC freezes up when I try to use it on Rebellion files, so I know its not compatible anymore. All I want to do at the moment is add two more ability points to the star bases (yes, I know they don't need em, but this is for my own personal fun). Does anyone know if I could just take the f
I remember playing a Sol map in the Distant Stars mod back in the Trinity version of Sins, and It was AWESOME. It had its own planet artwork (actually got to fly my fleet through the rings of Saturn, colonize the moon, and of course, bomb good ole' Mother Earth) and the planets were spaced around the map in a fairly accurate manner (lol, remember Sins cannotinto realistic scale and distances), but its not compatible, yet, with Rebellion because of those unique planet files and such.
[quote who="Volt_Cruelerz" reply="6" id="3159069"]At level 1, it converts them for 50% of the purchase cost of them and at level 2, it converts them at 100% of the purchase price.[/quote] Wow, of the entire purchase price? That's pretty cool, but I think it would be more fair, or at least more realistic, to only give the salvage price of those ships.
Ive noticed the same problem every time ive played with Occupation victory option. I really hope they fix it, because I would just looooove to see a battle with every (or at least most of) players fleet in an all out brawl in the artifact planet's grav well. Also, I would love it the devs could find a way (maybe even through the use of the Galaxy forge) for the artifact planet to show up in a galaxy where players are already present, and not have its own single plan
When the ultimate ability on the Vasari Loyalist Titan (cant remember the name at the moment) is used to destroy enemy frigates, are those frigates giving exp to in-well caps and titans, or just resources? Also, how much resources are provided per ship?
Is there any way to fix the AI when it comes to Occupation victories? When I first read about the new victory condition I imagined that whenever you or another player finally defeated the guardians and captured the planet, all the other AI factions would do whatever it took to defeat the current owner and claim the planet for their own. However, after several games, even with the computer opponents set at the hardest AI setting, it was still an easy victory. They never even came to contest my
Just finished a game as TEC Rebel and my Kol Battleship's Flak Burst ability never damaged any of the enemy strike craft when they came in range of it. Anyone else notice a similar problem?
Whats with the triggers window? Im guessing this Galaxy forge is in beta stage as well and therefore can we expect a full set of trigger options with the final release? Will there be a fix for when the Occupation victory is enabled that only the Occupied planet placed in the Galaxy forge is present? Lastly, can the galaxy template menu include the option to make a planet start the game with a neutral colony? Ive never figured it out if you could p
I like a lot of the ideas, especially the hiding ability the pirate capital would have. Kind of disappointing when you finally research that truce with pirates tech and they've already been wiped out by a TEC loyalist's Nova cannon. However, it seems to me that in order to enact these changes there would need to be a LOT of revision of the game files. Granted, Im no modder myself, but I think the devs would rather spend their time fixing the files of bugs and balance issues that are p
I think I'm gonna go try and make a whole new map all at once and only save it only once. Maybe that will work. I haven't had any stability issues with the Forge itself per say, but I only started tinkering with it yesterday. As for the TriggerEditor, all I can say is: "YEEEEEEEEESSSSSSSS" Perhaps this will allow some of the modders to create some actual campaigns with set objectives and such. But as far as I can tell, the triggereditor with this forge isn't fully operational yet,
I made a new map with the new Galaxy forge that came out with the new beta (a HUGE improvement over the original Galaxy Forge btw. Thank you!) but whenever I switch the tab in the game to get to the screen showing my Galaxy forge maps the game crashes. I took the new map I made out the Galaxy forge folder just to see if that was the problem, and lo and behold, it was. Dont know if there is any minidump file I can attach but here's the exact error screen I got: </