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 Sins of A Solar Empire, Coming out in US on Feb 4th

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Quazacolt
post Aug 12 2012, 07:33 PM

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QUOTE(Leo3010 @ Aug 12 2012, 07:29 PM)
Only in my dreams where I have more than 1 Titan class ship for the TEC.

Then I blast out 10-12 different cap ships all lvl 10 with everything upgraded...thats all I need. Hold the Capital planet and send the Armada into the enemy empire and blow them up.
*
well i am working on vicious comps now. put some ffa hard AIs to help fodder for me a bit. ill let you know when i actually win w
Leo3010
post Aug 12 2012, 07:38 PM

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QUOTE(Quazacolt @ Aug 12 2012, 08:33 PM)
well i am working on vicious comps now. put some ffa hard AIs to help fodder for me a bit. ill let you know when i actually win w
*
Dude, you should add me on steam and we can setup a run, although I'm pathetic in comparison to my friends who are hardcore maniacs when it comes to the Gayvent(advent) and Crosaris(vasari)
Quazacolt
post Aug 12 2012, 07:42 PM

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QUOTE(Leo3010 @ Aug 12 2012, 07:38 PM)
Dude, you should add me on steam and we can setup a run, although I'm pathetic in comparison to my friends who are hardcore maniacs when it comes to the Gayvent(advent) and Crosaris(vasari)
*
i mainly play vasari rebels though i am thinking of going for loyalist. not really using the tech good enough except for the omni directional life leeching titan rofl

my steam name is the same as my LYN id prolly gonna play a quick game now, up for it? lol
Leo3010
post Aug 12 2012, 08:11 PM

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QUOTE(Quazacolt @ Aug 12 2012, 08:42 PM)
i mainly play vasari rebels though i am thinking of going for loyalist. not really using the tech good enough except for the omni directional life leeching titan rofl

my steam name is the same as my LYN id prolly gonna play a quick game now, up for it? lol
*
Not tonight, as I've some work to do as well as record Awesomenauts XP.

Just add me as well on steam. I'll be free during the weekday evenings.
Quazacolt
post Aug 12 2012, 10:29 PM

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QUOTE(Leo3010 @ Aug 12 2012, 08:11 PM)
Not tonight, as I've some work to do as well as record Awesomenauts XP.

Just add me as well on steam. I'll be free during the weekday evenings.
*
same ID as ur LYN or what? or you can just add me instead tongue.gif
Leo3010
post Aug 20 2012, 11:23 PM

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QUOTE(Quazacolt @ Aug 12 2012, 11:29 PM)
same ID as ur LYN or what? or you can just add me instead tongue.gif
*
Did you add me on steam already ? just double checking lol.
Quazacolt
post Aug 20 2012, 11:57 PM

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QUOTE(Leo3010 @ Aug 20 2012, 11:23 PM)
Did you add me on steam already ? just double checking lol.
*
no i didnt lol. oh and after 11 hours recorded game time (maybe a lot more, estimated 12-15hours due to lots of load/saves/load from auto save, and crashing over and over again, at least 10+ crashes in the late games)

i finally killed the vicious computer. game is still not over yet though, still got 1 hard AI lol.

battle raged on 3 fronts, and the main frontal planets require maxed out starbases to defend cuz they kept massing lvl10 capital ships/titans (titans i can understand, but wtf i killed so many capital ships but they can still spawn/spam lvl10 capital ships? wtf? lol)

eventually all my capital ships are lvl10, titan also lvl 10 lol.damn stupid game. >.>
Leo3010
post Aug 21 2012, 02:17 AM

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QUOTE(Quazacolt @ Aug 21 2012, 12:57 AM)
no i didnt lol. oh and after 11 hours recorded game time (maybe a lot more, estimated 12-15hours due to lots of load/saves/load from auto save, and crashing over and over again, at least 10+ crashes in the late games)

i finally killed the vicious computer. game is still not over yet though, still got 1 hard AI lol.

battle raged on 3 fronts, and the main frontal planets require maxed out starbases to defend cuz they kept massing lvl10 capital ships/titans (titans i can understand, but wtf i killed so many capital ships but they can still spawn/spam lvl10 capital ships? wtf? lol)

eventually all my capital ships are lvl10, titan also lvl 10 lol.damn stupid game. >.>
*
lol give me your id i'll add you instead if your damn lazy XP

you shall see 5am rock n roller
Quazacolt
post Aug 21 2012, 04:34 AM

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QUOTE(Leo3010 @ Aug 21 2012, 02:17 AM)
lol give me your id i'll add you instead if your damn lazy XP

you shall see 5am rock n roller
*
like i said, my steam ID is the same as my LYN id lol
Leo3010
post Aug 21 2012, 07:57 PM

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Alright added, and I invited you into the malaysian gamer steam group to top it off XP.
Quazacolt
post Aug 29 2012, 08:06 AM

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http://forums.sinsofasolarempire.com/42974...nload_changelog

QUOTE
Version 1.04 Change Log:

[ Graphics ]

Added new loading screen image.
Fixed some button highlight bugs in the create mission system.
Updated UI not to display game speed Infocards in multiplayer matches.
Updated texture on Advent Rebel Titan.
Updated texture on Vasari Loyalist Titan.
Fixed Resource Drain particle on Vasari Colony capital ship that would start past moon/asteroids.
[ Gameplay ]

Added five new maps:  Kabel, The Art of War, Triple Entente, Unstable Alliance and Random Huge - Ring. (Special thanks to Pbhead and Goafan77 for assisting with some of these.)
Added new Corvette weapon damage type which all corvettes now use for their fore/aft weapons.
Updated Corvette damage balance per new weapon damage type.
The maximum number of superweapons a faction can field is now based on the number of planets they own. By default a faction can field 1 superweapon for every 4 owned gravity wells.
The Frigate target filter will no longer improperly target Corvettes.
Fixed bug with aiUseTime - OnlyWhenAboutToDie that was causing it not to activate in some circumstances.
Changed all Flagships' Overload Engines ability aiUsetime to OnlyWhenMovingThresholdDistance; reduced cooldown from 300 to 120; increased duraction from 30 to 45.
Players may no longer contract Pirate missions (via Diplomacy) against TEC Rebel factions who have researched Truce Amongst Rogues.
Destroyed Titans now cost an additional 10% per level in resources and build time.
Steam Cloud saves are now fully functional in multiplayer.
Pirates -
Pirate raiders will no longer linger at the Pirate planet when their missions are complete. They will now despawn after returning to base.
TEC (All)
Corsev Battlecruiser: Capped the maximum number of targets on Demolition Teams to 25 from unlimited.
Corsev Battlecruiser: Updated Demolition Teams autocast to target Boarded vessels.
Updated Proximity Mines to have a small HP restore rate.
TEC Loyalists
Novalith Deregulation now allows TEC Loyalists to field 2 superweapons for every 4 owned gravity wells.
Fixed bug that caused the bonuses from Hardened Defenses to only be applied to Gauss Turrets.
Removed duplicate PlanetModule entry in Disruption Matrix target filter. This was replaced with a Titan entry.
TEC Rebels
Changed Snipe aiUseTime to IsCapitalShipOrStarbaseOrTitan.
Advent Loyalists
Changed Coward's Submission to no longer convert friendly ships, Flagships, starbase constructors or temporary/illusion ships.
The culture benefits of Global Unity will now properly dissipate if the player doesn't maintain enough research labs for the subject.
Fury of the Unity damage bonus increased from 10% to 20%.
Assimilated Populace updated to now provided 20 population every 60 seconds, three times.
Coronata Titan:  Unity Mass changes - aiUseTime changed to IsCapitalShipOrStarbaseOrTitan; antimatter cost changed from 65/70/75/80 to 80/75/70/65; base damage increased from 1000/1500/2000/2500 to 2500/3500/4500/5500; damagetype changed from Physical to Energy.
Advent Rebels
Expulsion now uses a new buff modifier and will only modify existing culture, not create new culture.
Eradica Titan:  Strength of the Fallen duration increased to 400 from 120.
Eradica Titan:  Unyielding Will re-designed - the effects now scale as the titan takes hull damage (75%/50%/25%), granting higher levels of ability cooldown, antimatter restoration and damage negation. When destroyed, the Eradica become invulnerable and may chase enemies down.
Updated string for Protection of the Unity to make it clear the effect only works within the player's culture.
Vasari (All)
Rankulas' Create Combat/Assault/Support Naintes and Reassemble abilities are now untargeted. The nano ship will appear adjacent to the caster.
Updated nanite swarm strings to indicate the ability is no longer targeted.
Changed Disintegration aiUseTime to IsCapitalShipOrStarbaseOrTitan.
Vasari Loyalists
Vorastra Titan: Fixed bug that caused the Maw's attract range to be slightly lower than its target range.
Vorastra Titan: Removed Corvettes from the Maw's target filter.
Stripped to the Core scuttle time is now dependent on the planet being stripped:  Asteroids/Dead Asteroids - 60 seconds; Desert - 240 seconds; Ice - 260 seconds; Volcanic - 280 seconds; Terran - 300 seconds; Home worlds - 400 seconds.
Stripped to the Core income is now affected by Fleet Upkeep penalties.
Shipboard Labs has been split into two research subjects:
Shipboard Labs (Tier 7) will grant 1 military lab per capital ship.
Empire Integration (Tier 7) will grant 1 civilian lab per capital ship.
Civilian Evacuations income bonus is now affected by the global Income Speed option.
The Capital Loss voiceover will no longer play if you haven't actually lost due to Mobile Rulership.
Vasari Rebels
Moved Starbase Mobilization from Defense to NonCombat tech tree with a pre-req. of Enhanced Tunneling.
Starbase Mobilization is now disabled if the player doesn't maintain enough labs for the research to remain active.
Vasari Rebel starbases now suffer a 25% weapon damage penalty for 60 seconds after exiting phase space.
Added an appropriate error message when a starbase fails to jump to a gravity well due to their already being a player starbase present.
Kultorask Titan:  Removed unintended 0 from AntiMatterRestoreRate passive upgrade.

[ Interface ]
Added new UI option: Empire Tree - Show Ships in Phase Space, which toggles whether ships phase jumping to other gravity wells are displayed in nods in the Empire Tree. (Helps prevent the Empire Tree from 'jumping' around.)

[ Sound & Music ]
Hooked up phase charge and travel sound effects for Vasari Rebel starbases.
The Capital Loss voiceover will no longer play if you haven't actually lost due to Mobile Rulership.

[ Modding ]

Added new Corvette ChanceToHitTargetType to gameplay.constants.
Added new Corvette weapon damage type to gameplay.constants.
DamagePercentBonus:CORVETTE:CapitalShip 0.65
DamagePercentBonus:CORVETTE:VeryLight 0.50
DamagePercentBonus:CORVETTE:Light 1.5
DamagePercentBonus:CORVETTE:Medium 0.6
DamagePercentBonus:CORVETTE:Heavy 0.5
DamagePercentBonus:CORVETTE:VeryHeavy 0.55
DamagePercentBonus:CORVETTE:Module 0.35
DamagePercentBonus:CORVETTE:Pirate 0.50
DamagePercentBonus:CORVETTE:Titan 0.7
Added cannonsPerGravityWellRatio to gameplay.constants.
Added cannonGravityWellRatioDenominator to gameplay.constants.
Added new buff modifier - CultureSpreadModifier.
New aiUseTargetCondition - HasBuff. Only autocasts on targets who have the specified buff.
Form:
aiUseTargetCondition "HasBuff"
buffType "BuffMyBuff"
Increased iconBackdropDefs from 3 to 5.
New buffInstantActionType: ApplyBuffToFirstSpawnerNoFilterNoRange. Same usage as ApplyBuffToLastSpawnerNoFilterNoRange.
Galaxy Forge Updates:
Added galaxy name to save file.
Updated GalaxyScenarioDef with planet bonuses and other additions for future maps.
Normalized some line endings.
[ Misc ]

Fixed bug that caused some of the research achievements not to unlock.
Removed un-needed semicolon in gameplay.constants after enemyDPSInOrbitBodyISquadOwnerBuildRateScalar.
Fixed incorrect effect entry in PlanetAsteroidBelt.entity for Stripped to the Core particle.
Removed un-needed tilde from Effect_CoinDrop in SoundEffects.sounddata.
Truncated file locations from all particle files.
Various optimizations made to movement, IAttacker and rendering systems for improved performance.
Removed un-needed .mesh extension from Vasari Loyalist Titan Factory MeshNameInfo entry.
Removed un-needed .mesh extension from Vasari Rebel Titan Factory MeshNameInfo entry.
Minor string adjustments to clarify when a ship can't phase jump.
Increased formation distances between frigates and capital ships to prevent ships from clustering too closely during group phase jumps (which slowed things down while they waited for formation).
Potential fix for iHyperspace related crash bug - this was a major culprit of many crash reports.
Fixed AttackPlanet bug that caused the game to crash - this was a major culprit of many crash reports.
Fixed a Checksum crash bug - this was another major culprit of many crash reports.

fujkenasai
post Feb 25 2013, 01:06 PM

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and so the thread dies just when i noticed that this game is out XDD
fujkenasai
post Mar 2 2013, 05:11 PM

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Does anyone know how to manipulate pirates into attacking your enemy? I seem to be getting attacks from pirates even though the pirate bidding hit someone else. icon_question.gif
Quazacolt
post Mar 3 2013, 12:27 AM

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QUOTE(fujkenasai @ Mar 2 2013, 05:11 PM)
Does anyone know how to manipulate pirates into attacking your enemy? I seem to be getting attacks from pirates even though the pirate bidding hit someone else.  icon_question.gif
*
pay a lot of money, something that typically the AI will always cheat to outpay you (especially on harder AI difficulty)

unless by any chance your diplomacy research is high (unlikely for general RTS players cuz civic/warfare > anything else ROFL!)
fujkenasai
post Mar 3 2013, 03:52 AM

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QUOTE(Quazacolt @ Mar 3 2013, 12:27 AM)
pay a lot of money, something that typically the AI will always cheat to outpay you (especially on harder AI difficulty)

unless by any chance your diplomacy research is high (unlikely for general RTS players cuz civic/warfare > anything else ROFL!)
*
Ahh I just found out those pirate look alike ships are rebel ships how come they keep poping up?
Quazacolt
post Mar 3 2013, 01:21 PM

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QUOTE(fujkenasai @ Mar 3 2013, 03:52 AM)
Ahh I just found out those pirate look alike ships are rebel ships how come they keep poping up?
*
eh i never had those, or maybe i just view them as general pirates anyways.

best if you can just research better scanners and determine if they are from the pirate planets/bases (ships dont just pop up if you got better scanner range heh)
fujkenasai
post Mar 3 2013, 08:31 PM

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QUOTE(Quazacolt @ Mar 3 2013, 01:21 PM)
eh i never had those, or maybe i just view them as general pirates anyways.

best if you can just research better scanners and determine if they are from the pirate planets/bases (ships dont just pop up if you got better scanner range heh)
*
My research is maxed out.




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fujkenasai
post Mar 3 2013, 08:36 PM

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Ahh so its a bluddy TEC research...

Bluddy Vicious com, Im only 45 min into the game running away from 3 vicious com in my solar sys, and I get this constant harassment of this research ability.

VICIOUS DAMN IMBA!!!!


THEY REALLY F*in just phase space into your base from NO WHERE!!!

Its really tough when you are just starting out with really low resources and they keep comming in non stop though with a small fleet of 5-7

vmad.gif vmad.gif

This post has been edited by fujkenasai: Mar 3 2013, 08:40 PM


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fujkenasai
post Jul 14 2013, 11:57 PM

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anyone getting the dlc for rebellion forbidden worlds?
Albertloo25
post Jul 16 2013, 01:52 PM

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i getting it fujikanasai


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