Sins of the Fallen is a massive enhancement for the critically acclaimed Sins of a Solar Empire.
New Races with new strategiesNew PlanetsGameplay Enhancing AddonsAI Enhancements
Journals: [SotF] Diplomacy Pacts & Bonuses, [SotF] Improving the AI, [SotF] Cosmos Ad Infinitum
What version of Sins of a Solar Empire is supported? Sins of the Fallen is a modification for Diplomacy and Rebellion.
How do you install Sins of the Fallen? Please read How to install Sins of the Fallen.
Why does your mod have so many folders? As Sins of a Solar Empire is a 32bit game it is restricted to 2GB of ram utilization as well as other various hard coded limitations. The stacking structure used with this mod allows more than 2GB of content by allowing portions of the mod to be loaded.
Will you support Entrenchment or Vanilla? No, I did have previous versions that supported Entrenchment (See Release History), but have decided the it was too much effort for one person to try and maintain both.
The thing about the research speed increase came directly from their lore, with the 'as the number of infomorphs grew their ability to process information left by the TITANS increased exponentially resulting in the discovery of several schematics for TITAN technology'.
I figured it would be a fun way to implement it actually in the game. I was originally thinking of suggesting it as a population number increase, but it would dramatically unbalance the race if Maelstorm style RingWorlds are added into play. Plus culture is already mostly coded for.
The silly ideas were just something that I thought were funny, and not really meant to be taken seriously. Bit more like an easter egg, though that's always an idea for when Rebellion comes along. One faction wanting to wipe out humanity, the other wanting to assimilate/live along side them.
And while stealing a cap ship is a little nonsensical, I just saw it more in the light of mass assimilating the crew or something. Meh, I don't know, I'll go read that book again. And also, with the weapon hacking thing, you'd be surised how effective it would be. Military equipment isn't always hardwired enough to allow for a quick override, especially when your dealing with factions like the TEC and Hyper Corp, which are built by the lowest priced company/hastily converted.
Then you get to a species like the Vasari who are running like hell.
Yeah i agree with you on the research it could be implemented for the morphs, i just wish it was a way to make it stand out even more and make them more special, not just more minds=more research, cause that pretty much goes for everyone.
Yeah the weapon hack could work. but ""And also, with the weapon hacking thing, you'd be surised how effective it would be"" Come on, its not like the technology is clearly outlined or even exists, so how sure can you be it would really be that effective. <grins> This was just a little funny, so i had to point my finger at it. But i do agree with you, it would be logical for the races to have advanced computer systems running things and their ships would prob not be configured to be shut down fast incase of such a hacking attempt because if they cannot do it it would prob not come to mind that they would need to defend vs it. It would require more than weapon control hovewer, they could easily maneuver their ship away, pointing their most dangerous weapon hardpoints arc of fire deep into space and not at a friendly target. So they would need control over rudder and engine to boot i reckon. Atleast to make it effective.
The important thing to do if you ask me is to find a nice niche for every race and a set of abilities that are somewhat if not unique then atleast special to them. Things like: capture enemy ship. It could easily work with any type of faction with names from :Boarding to Mind Control to Eternal Bliss to Enslave Machine to Plague zombies, heh you get the picture. We COULD just hand out every type of ability to every race but imo that would diminish them and make them less fun to play. So when coming up with abilities i think we need to keep the whole picture in mind. Like me personally: i think capture enemy vessel works perfect for pirates, they supposedly dont have an effective system of factories that spews out blue-printed ships according to the militarys need and budget so they would prob try to get their hands on everything they could use in any possibly way. But then i could perfectly well see the say Nephilim have the same ability just wrapped in different paper. : "Eternal Bliss: Having been given a glimpse of heaven, and seen the truth/true light, the crew of the enemy vessel immediatly changes their allegiance to the Nephilim. This kinda thing. Fits well too eh? I just think that dooing this will lessen the whole.
Its a little frustrating because some concepts just begs to be used over and over with different paper.
"""....with factions like the TEC and Hyper Corp, which are built by the lowest priced company/hastily converted."""
I dont neccesarily think that hypercorp has the ships built by the lowest bidder as it often is in our society and probably in TEC as its a empire of capitalists. Remember that they own.. well.. everything. I can picture them making a deal with some shipbuilding nation to aquire ships but then they just as easily might own that shipbuilding part themselves. They do have their own military and prob wishes to keep parts of it secret just like the militaries in our world. This speaks directly to the quality of their ships so its kinda important imo.
So far zombie has gone with Rogues: should have fast ships, strong weapons, weak hull/shields. Plague: generally weak and cheap ships, well maybe except for their capitals. Nephilim: strongest and most expensive ships, they probably treat every ship like a cathedral and make sure its in tip top shape hehe. I am interested in where Hypercorp should be along with Archailect. I do think a little more balance work might be in order to make these differences stand out more however. I should sit down and do a carefull comparison between different race vessels i guess.
Technically for Archailect fluff, if I'm getting this right, the reserach boost would be a heck of a lot more then just more minds. Note that I'm getting this based off other sources then Zombie himself, but have you ever considered the true effect of exactly what we are looking at with a purely digital conscious. Frankly, the Archailect concept scares the crap out of me far more then any other race. Even the Plage doesn't scare the crap out of me as much as the Archailects. If Sins had a campign type thing, the Archailect would easily work as the grand enemy/final boss faction. Yes, they make the Plague look weak in comparison.
Rather then with the other species, Archailect would never be in any direct risk of death short of wiping out every single possible computer in their network. Their ships would be faster, stronger and better armed, due to not needing lifesupport or other such organic matters. The excess space would easily be used to harden all their systems and similar to prevent EMP. rather then doing anything as clumsy as piloting a ship, they could simply use one as an avatar, effectively becoming the ship, and it literally being their body. No clumsy human reactions or targeting, they simply upload a targeting program and start firing, with the reactions of a computer. Or they upload programs/data on fleet management and stratergy/tactics. Which they then amend through experience and share with other commanding minds.
By why stop at just ship. With enough processing power, they could inhabit an entire fleet. An entire fleet of perfectly co-ordinated warships, with no chance of disagreement or mutinous thoughts. And unlike the traditional hivemind of things like the Plague (who based off their source material, I can see their leaders trying to constantly screw each other over). each Archailect is a fully independent and free thinking mind. So if they begin to adapt to the targeting protocols of one Archailect and come up with software to jam their controls, they can simply switch fleets with another one. Ten seconds later (which is likely to be an eternity to them) and both fleets have completely changed their tactics and operating systems, rendering the counter measures almost useless.
This is of course ignoring how their thinking is only limited by amount of processing power available to them, meaning that you have information being worked on and technology progressing in a logarithmic fashion rather then a normal. The scariest part about them however is not their technology, or stupidly well coordinated fleets/weapon systems. The scariest part comes down to two things: The Archailect that just totally destroyed your fleet might only be using two to three percent of his processing power to do so (ie he squashed without really realising it) and that they very very sincerely wish for you to join them, freely offering a gift of immortality. Which means you never know when one of your military staff might defect and deliever to them the specs of every ship in your fleet.
Note that a lot of this might be out of reach of the actual Archailects, depending on what Zombie decides their deal is. Even more of it either wouldn't be balanced for in game use, or is just unimplementable. Anyway, here are some practical ideas now that I wrote all that stuff off to put my thoughts to paper. It is also not including things such as splitting off copies of themselves to use as intelligence viruses or similar, or even brute force hacking.
Strength in numbers: While each individual ship in the Archailect fleet might be average in comparison to everyone else (they might trade on weapons and armour for larger amounts of computer hardware/power... perhaps that could be worked into the lore, with Minds running ships in exchange for extra processing power.. it could be limited due to the war or similar anyway) when linked up, it allows them to share excess power or programs, making each ship benefit the others in some way (ie each scout in the system might slightly increase the range of weapons, each siege ship might increase bombardment damage) Might give them a reason to bring frigates and such along, rather then just rely on their infinite exp gaining capitals.
Or perhaps since they don't need to worry as much about crew, the Archailects could just use more 'sucide ships'. Or their weapons might get stronger (+.01 or similar) for every enemy that they kill, to reflect better targeting protocols or more efficient weapon designs that get examined. Doesn't sound like much in the short term, but after battles that can drag on for ten+ hours and the crap load of ships and such that can be dragged into them and used as meat shields, it could lead to quite impressive boosts.
A similar system could be used for defensive structures as well, possibly making them an incredibly hard defensive nut to crack. Or possibly the bonus's could be empire wide rather then system wide at the final level of research. After all, one turret that shoots for one damage is a joke. Ten turrets that shoot for ten damage isn't that bad. But when you get to things such as fifty turrets doing fifty damage each, or one hundred turrets that shoot for one hundred damage each, you have a problem.
Would also help to differentiate them, being a race built for long term battles and turtling, rather then quick zerg style raids with weak ships
Another Idea I had for rogues or hypercorp may or may not be implementable, but perhaps instead of getting damage or antimatter from things in their culture, perhaps they drain resources or similar. Something along the lines of 'Increased funding for mercantile operations has lead to our operatives opening up cut price retail outlets on planets covered by our culture.' Then againt the idea of Vasari eating at Macdonalds just cracks me up.
Nice post. Yeah i agree that from where we stand the sky is the limit with the archailects. Zombie probably knows how powerful he want them to be and what they should be able to do, but some debate along the way is nice, and maybe zombie finds something he can use in our rambling. Hehe. The Archailects might be able to go to the very top, becoming something "else" like ironheart in babylon 5 kinda heh, or they might encounter a barrier that we do not see because the tech is way to far ahead of us. Take for instance our own world and how far our own scientists thought we could go in 1950, they imagined every family having its own robot butler lol. Just trying to show that how far we will go in the future are often entirely different from what we imagine here and now.As you said they probably have a barrier or they will be too powerfull.
Are Archailects just Cylons from Battlestar Galactica, or are they similiar with far more processing power or are they something else entirely? Think we need Zombie to step in with some info here.
Example: What if an Archailect dies (whatever he is occupying is vaporised) without managing to transmit hes personality too someplace else(out of range, beeing jammed etc) How would he then survive? He would need backups stored on some other server, but the backup he activates would only have hes experience from last time he uploaded himself to it, all hes new experience and knowledge would be lost. Hmm. Or maybe the net is something else entirely in this world, making it possibly for him to transfer himself no matter where hes vessel is destroyed. Another thing is: Do the infomorphs let others join them just as that or are they more "elite" in picking people out? Can anyone become an infomorph just like that or do it take special qualites, how long time does it take etc. I would like to know if these things are just normal AI's under the same restriction as any AI as we know them theoretically today or something else laboring under different rules entirely.
Only having cap ships would actually make the Arhailects pretty unique, it would need to be balanced though. But i like the concept.
Another race that goes stronger in time are plague, their cap ships slowly get xp, why do they do this again? Now that i sit down and think of it i cant manage to see the reason. Here is an idea that could be implemented for one of the factions: Let the cap ships have a "control aura" that when they die stuns friendly vessels for X amount of time due to the controlling mind vanishing. Maybe it wont fit with any factions here though hehe. Its more of a 40K tyranid thing probably, if i remember my 40K correctly.
I concur that Archailect ships have the benefit of not needing things like artificial gravity, air supply, needing food/water, entertainment, sleeping bunks, living space, the crew itself. And that should allow for more weapons/hull/shield etc.
However i am not so sure that the difference between organics and Archailects would be that big when it comes to targeting systems etc, Organics wouldent do much more than monitor the weapon systems in a space warship. No manual targeting from 500 km away where the slightest twitch can make you miss by a mile. Even the old quake gamers i remember that could hit a pixel with the rail gun when it was barely visible on the screen couldent do that(it was darn annoying playing against though ) Archailects would also be limited by the com range and eventual jamming when it comes to fleet coordination. But dont get me wrong, i am not trying to take away their obvious advantage in this area, just trying to point out that they would not be omnipotent.
Your ideas abouth making them stronger in the long run is interesting. Although care must be taken to not make them to overpowered at it. I mean playing vs the AI you can easily kill thousands of ship really fast. If you were to get double damage from that it would be uhu.
I like the eco idea you had, and you are right it could fit well for both factions, for rogue it would mean that where their influence are the pirates are too AND they are raiding, or that corruption and theft etc is rampant where their culture goes. ANd for hypercorp the description you came up with is good stuff. Good idea that.
I am wondering however if you are looking forward to playing Archailect because you wouldent mind beeing an immortal digitaliced person and you may be a bit inclined to give them a little extra boost in power because of this. Just kidding, hehe.
Actually my favourite of Zombies races at the moment are the Plagued or the Rogues. Rogues because everyone likes being pirates and the Plagued because it makes me feel like a full on goatee and beard twirling bad guy. I mean, half the time you are swearing at your ships being useless gits that resemble a plate of bloody stakes when surrounded by lions. Or that you are surrounded by incompetents. The other half of the time your cackling wildly as the enemy thinks he has you outnumbered, only to realise that your tiny fleet is actually eight of the colony capital ships that begin pumping out an absolutely stupid amount of disposable frigates to spit at your enemies.
Just a suggestion for the next build, but perhaps you should make it that those frigates can't phase jump. Its rather unfair for the opponent when you start spitting out 24 Beliel to jump over and invade every few seconds,
Hey guys, great conversation going on here.
I'll try and join in more this week...
To start though.
No dalek Though it might be fun to add an easter egg dalek on some random planets. Could even make the capturable.
My problem with ideas like this is making a race the AI can use. Trust me when I say I tried things early on and discovered the engine just couldn't support it properly. I think the Tri-pirate mod suffered from similar issues with the AI. Not being able to colonize planets really gimps the AI especially as military/civic labs are required to do research with a playeable race. I think the overall concept is solid, capture other peoples structures and not really be required to build any of your own. It just falls apart when you see the AI floundering.
Yep, Can't steal research. Also, I see very little value for the Archailect to steal inferior ships as their technology was created by an advanced AI. I also really want a way to convert a ship for a short period of time then give it back, but it's not possible. The only work around I know of is to phase out the target ship and create a short term clone.
Not possible with current engine. If you want their artifact, you have to capture it. Though I do have an interesting view that some artifacts could be capturable models that could potentially travel with your fleet or move to your planet to give bonuses similar to Envoy's.
Not possible. Culture upgrades are limited to a very few items already seen in the vanilla races. The only feasible work around I have found is to add specific buffs/debuffs to a culture center that can be applied in the local gravity well only.
I really want the ability to siege with Loyalty, but there are no buffs I'm aware of that allow you to decrease loyalty. You can project your own culture at an enemy planet but that might be to powerful as it spreads to other wells. Might be worth trying though. If Archailects could siege by decreasing Loyalty and population that would be pretty tight. I do see the population decreasing though with Archailects as the process of "Brain Peeling" to digitize the target destroys the physical body.
I'm working on modifying the Rogues though to have their siege vessels operate more on stealing/raiding versus destroying planets which will be more for capital ships when you want the logistics slots.
This is true. Archailects are still human but have digitized their existence. Their main gripe against humanity is many infomorphs are enslaved in their digitized state. Infomorphs are not the same as an AI, though I will be using one of the theories on how a seed AI can develop from uploaded infomorphs with their final pact.
Ya, they get the logistic slots and orbital resources, but earn very little tax revenue.
Rogues are the only race I've given the ability to steal a capital ship with and it. It requires a level 6 Blue Arcadia with Harpoon and you have to be able to take the ship without taking damage yourself.
Plague has the ability to infect frigates gaining control and Rogue have the ability to incite Mutiny on frigates.
Rogue also has the ability to steal any extractor with it's Carrier though it needs some reworking to make sense.
I was planning on turning them into an alternate starbase type. If stardock can figure out how to get the AI to build superweapons I may change my tune a bit. But I think the starbase type might work pretty good.
Their final pact will be called "Seed AI" and will allow for dramatically increased research speed and a decrease in research cost. The "Seed AI" is a result of millions of informorphs merging into complicated neural network resulting in a new consciousness being formed.
Yep, and there are game elements that can't be ignored that are common to all races too.
Hypercorp are going to be somewhat interesting as they will start with your standard military flavor but then will add powerful Psionicists to their support ships and structures while capital ships will rely more on Nano technology for combat superiority. I also have some ideas on their combat frigates to make them behave slightly differently in battles.
Hypercorp ships won't be cheap though as the investment in technology and people will be quite a bit more than other races. The trick is balancing the early/mid/late game fleets.
Archailect will be the oddity having all capital ships built from their factory and hardest to balance. I envision their power coming from research as well as their capital ships, possibly having more possible upgrades than any of the current races.
They'll still be humans, but they more than any other Transhuman faction have embraced the idea of living digitally. Rogue's prefer modifications to their human body. Hypercorp's promote any style of transhuman upgrades from genetically engineered offspring to Bio or Synth-Morphs.
I wanted the concept of growth based ships for the Plague. It just seemed natural that a Plague capital ship would slowly level up as well. The rate at which the level could be tweaked though.
This is true, though their experience per kill will be spread across multiple capital ships. I kinda like the idea of more turtling slower expansion versions the quick hits of Plague or Rogue. Though a lightly defended system should have issues with even a few Archailect vessels.
Also, the ships don't need to be indestructible as the crew is always redownloaded to the new ship. Makes for an interesting dynamic when you are less concerned about losses to your crew...
Hope I didn't miss anything, but this is my last comment for the night...
Thanks again.
I bet you abuse Skirantra's too
I'd make you pay if you were playing Plague against me
I may need to tweak the colony capital a bit though. It was meant more to help early expansion than to provide a massive fleet, but it's really not too much different from what the Skirantra can do with bombers.
Anyone can beat me, I'm not really that good. Its a shame that most of my ideas would break the engine... *mutters darkly about random stuff.
And I don't consider it abuse. I merely consider it good fun to launch an attack with the infamous kekekekekekeke. Though the ships not being able to hyperspace in order to prevent the swarm, capture and repeat rush would be good *thinks he got up to about 100 belial at one stage*. Though it would kind of screw you over if that weapons incerase idea for Infomorphs came in.
I love spamming capital ships personally too... I like to do capital ship only games with any of the races.
Hehe, i pretty much only use cap ships, i have feelings for my ships and usually give them own names, and if they die the population grieves and i build a new ship with either same name II or some other twist of the old name so that it continues to live on -in a way.
Well now and then i use huge fleets, but when playing vs only say 2 hard AI's i just turtle on 1-2 planets and level up all my cap ships. I guess i am going to like archailects, but right now i feel most inclined to play hypercorp i must admit, i enjoy their ship design and general flavour, although in my world they are a somewhat benevolent company with standards.
Is there any chance you could explain your concepts behind the races a bit more, just to make it easier for the rest of us to point idea's in your general direction.
My concept is really to add new races that mesh with the Sins universe but don't feel like rehashes of the vanilla races. This can be accomplished a lot of different ways from visual differences in models, unique research trees and abilities, etc.
I've written basic lore or background for each race and won't go much further on them. The vanilla races have a fairly simple lore too and I think it works as you can make up your own story to fit the game at that time.
So it's really about how the theme of the race influences their ships, research, abilities, etc. The game also has a fairly preset mechanic to fit into when it comes to roles, damage types, etc that need to followed. You can skirt around some of this but to achieve balance and make playable AI for new races it's important to keep this in mind.
Specifically, The only races that aren't known yet are hypercorp and archailect as they are unreleased. Their theme is still being developed so it is much more malleable than the already released races.
Some things I've already decided is Hypercorp has access to advanced sciences from nano-technology, to psionics. This kindof makes them a jack of all trades which will be reflected in their ships, research trees and abilities. Hypercorps should be considered leaner entities too, so I would think their ability to expand might be quicker, though I'm not sure I envision them being a rush type of race.
Archailects have access to technology not conceivable by humans including their ships and abilities. I'm planning on giving Archialects access to Singularity based abilities as their theme. I haven't decided if nano-technology will play a role in archailects yet or not. I don't have a research tree designed for Archailect yet.
On the side...
The way I envision Archailects starting out is really pissed off infomorphs starting out for revenge against humanity. This requires an expansion and build up. Eventually the Archailects have an empire and start to look at themselves as the rulers of baseline humans, possibly adding a select few to their ranks, but ruling over the less worthy (mid-game). Late game, the Archailects see themselve as gods and look to protect their immortality by wiping out anyone not willing to worship them.
Of course this is just one way I might look at them.
Nice little info there Zombie. I am sure i will spin the archailects as some benign and wise entities that see the sad state of humanity and want to enlighten and reeducate them when i play them. But thats only me, i cant play anything much that aint my cup of tea(them evil bad folks!!).
I like what you envision hypercorp as, the nano tech and psionics, just (as ive said before) be carefull abouth making them to much like the advent with their psionic part. Now the advent they have pretty much psionics in every aspect of their culture, all their ships, their research etc. I think that with the approach you seem to have planned for the hypercorp wil go out well. Maybe you could make a special orbitol building that could house the Psi-corps/Psi-Tech/Domus Astra Telepathica/Psi-Guild/mindbenders united/whatnot and have most of their psionic abilities come from there. Or just make a few uppgrades on the moon be psionic in nature, and then in addition to that have 1 utillity vessel maybe with some psionic abilities. The danger is always adding more... and more.. and then ending up with a really watered out faction that has lost all its individuality.
But hey, im just chatting, eagerly awaiting your next release now, hehe. Is it possibly to know what the next one will entail?
By the way i dont think i would give archailects nano tech, hmm, unless you by giving it to them use it as a bridge between them and their past (hypercorp) but in that case i would make the archailects out to be the masters of it, hmm hmm hmm. I liked the other term you came up with for their technology though, i am sure that will fit well.
Exactly, I don't want to spin too much up into the lore because of this.
Even the plague could splinter with a set of Vampires becoming concerned about their existence, or seeking more of a co-existence with humanity (Rebellion maybe... I'm just not sure what Rebels/Loyalists really means to the game yet).
In fact all the races in sins are fairly amoral in their background making it easy for them to be viewed as good or evil. And the victor ultimately defines this in the end
I'm thinking this would make a nice tactical structure that could be built. I'll look through my models to see if I have something that would work for this.
Their culture center is more of a Quantum Communications device and they have fairly standard military, civic, trade and refinery modules.
I agree, I'm thinking if they used nano-technology it would be more as a side note to some of the stuff they do. I wanted something different for them though in terms of abilities which is where the Singularity themed stuff comes in.
Let me tell you restarting after taking a break is HARD
I need to finish the first iteration for the Hypercorp research tree and then put that out for some testing. I also want to build out a new combat mechanic for hypercorp that will be implemented as an ability to see if it's any fun.
As you pointed out each race needs something that differentiates it from the others. What I'm looking at is an ability that makes a Hypercorp combat frigates/cruisers more powerful the longer it engages in sustained combat. It may be implemented as a toggled ability similar to charged missiles that turns off when engines are engaged or as a buff that resets each time a new target is acquired.
Let me tell you restarting after taking a break is HARD-----
Hehe, i bet.
Using nano tech as a sidenote could work if it was done properly, it could illuminate that the archailect are very different from their past (hypercorp) but still show a weak link to the society they used to belong too.
Hmm interesting, what would be the background and the link for and between such an abbillity for hypercorp? They become more powerful the longer the battle wages because....?
Wouldent this maybe be better of for the archailect or something, the longer the battle progresses the more the super fast processing minds become able to predict and counteract the strategically sound but oh so predictable human minds. Just something that struck me the first second i read it, i am sure you can fit it in everywhere you please.
Well when your done just uplaod it to your dropbox and give me a pling.
It just seems scientifically reasonable if you aren't putting power into engines it could be used to increase energy weapon damage. I'm thinking this builds overtime until it peaks out is the basic idea. So it's not an instant buff but you get rewarded for the longer you engage in battle.
Psssst.
Zombie, you can take down my logo and simply credit me somewhere...
I am no longer Syneptus, if you haven't noticed.
I'm just lazy and tired of people changing their names
alexrose has changed his name a dozen times now. I'm not updating his each time
Edit - You are removed.... (from here). There's still a credit in the readme. Thanks again for the particle effects. I'm looking at adding some more from your mode when i get a chance.
More power to ya.
I just saw my logo and remembered that I have a service thread. Oops...
Awesome mod, BTW.
Ahh yeah i forgot abouth the power to engines part, your quite right there. It can fit anywhere then.
This is just a brief musing on possible opinions that each new race might hold in Rebellion. Not gonna assign one to loyalist or rebel just yet, just suggest two different schools of thought. Especially since not ever rebel will be dark and not every loyalist will be right.
Infomorphs: A) Those plague guys have a good idea, why should we raise our former oppressors to our level. Better that they cater to our every whim and keep us in tune.
Everyone should be like us. Surely devoting a few chunks of power to use an avatar body is worth ending war forever.
Plague: A) Mwaaahhahaahhahaahah Kill Kill Kill
Bwhahahahahahahah Kill Kill Kill
(What, they are the closest thing to a generic moustache twirling bad guy this mod has. I wouldn't be suprised if it was their fault that the Vasari started running)
Rogues: A) Floppy capes, and flashy clothes. We sure cut a dashing image don't we. Why not join us and have a ball.
Money. Your money, all of it now.
Hypercorp: A) Sucalcorp, ensuring a better future today with our new planet rejuvenation tech.
Sucalcorp: Because while your enjoying our new Sbox1080, you wont notice us take away your freedom.
Good plague: We despise this existance, but we will try to make the best of it. Yes we are ugly, yes we are undead, but we are still sentient and we are in control of our urges, not the urges in control of us (if they have any, thinking the jolly ol vampire for one) We no longer want to take over the galaxy and spread our curse around, we just want to be treated according to whats inside our heads not by the way we look, all too often people just want us for our good looks. Cant they just appreciate our personality. <cough cough>
Another issue zombie, that may or may not be just me: the harpoon attack of the rogues, i have always found it hard to use properly when you have a fleet of ships. If i recall how it works, you have to take down shields first then fire the harpoon and then it takes a while before the ship becomes yours. The problem as i recall it, is the rest of your ships blowing up the targeted capital while waiting, its hard to micro an entire fleet, and even then it dont work, because ships have several weapon banks and will still fire at the harpooned vessel. Is there a key or somethhing that i could make use of to exclude the harpooned vessel from beeing fired at by my own ships? If there aint an easy solution, what abouth making it invulnerable to fire while the process takes place? Or just a hefty damage reduction, or what abouth actually making it friendly before the process is complete but unable to move/fire weapons etc. That would simulate that when the borders have entered the ship and are on the brink of taking it the enemy may target their own ship and blow it to smithereens instead of letting it be captured by the enemy.
If this is not a problem for others let me know how you handle it, cause i find it intolerable that my carefull taking of an enemy cap ship is wrecked by my own gun crazy fleet. Ill tell you there are going to be alot of pirates walking the plank after such an event!
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