Hey guys. We're looking at ramping into Rebellion development now that 1.2 is out, and I'm looking at core work we could do while simultaneously working on Rebellion specific features. These would be things we could look into patching into Diplomacy while we go forward with Rebellion, so this isn't a feature request thread. There are really 2 types of things I'm looking for.
1. Long standing complaints, bugs, and glitches: Anything that's existed in Diplomacy, or previous versions that we might be able to fix between major tasks. I know many of these have likely been posted or reported, but combing through all the threads seems rather daunting in addition to actually getting some programming done.
2. Realistic concerns and mechanic suggestions: I can't make the game multi-threaded or 64-bit, and I can't make the AI scriptable in Lua, python, XML, or legos, I want to get that out of the way first. What I can say is that if you think a certain part of the game is a real mire or CPU bottleneck (like say the empire tree) I can focus some attention on that and see if there are any optimizations the team might be able to make now that we have some memory to play around with. I can also see if there are design or balance concerns we might address, though these are harder to deal with as they require a certain amount of bureaucratic process to actually be implemented.
I won't guarantee we get most, many, or even any of your suggestions in, but in a perfect world I would love to give you guys as much as we can in terms of the products you want and deserve, and if I can pluck a few cherry suggestions from the community then I will certainly do so.
Make a way to set a random race in the start menu, but NOT the race you are.
This would be fun in mods where there are more than three races.
Ian, you get a Diplomatic Victory by accumulating a certain amount of diplomatic points. I believe it was 150 or 750. It was a completely arbitrary dumb number IMO. Nothing complicated about it. Just keep completing missions, sending envoys and researching techs to raise relations to accululate points, and you'll eventually win a meaningless Diplomatic Victory.
(P.S. You'll find the diplomacy points under your picture in the relations screen. Looks like less points are required for smaller maps.)
This is just pathetic and almost certain to be in Rebellion. I might just have to avoid Rebellion.
Calm down, they already confirmed they changed it for Rebellion, so it will hopefully not be so pathetic.
I don't know if anyone's covered this, but I found this when I was playing a game earlier. When you move your cursor over the repair button when you are the TEC, the words explaining what the ability can act on are not written in proper english.. Just saying, it might make someone think the game is cheap or something.
It says "Must be not self" rather than "Must not be self"
Nit-picky I know, but it caught my eye.
http://tinypic.com/r/huookk/5
I, too, agree with Ovangkol's suggestion. About the scouts.
This is probably because "not self" is actually a boolean in ability and buff entity files...that's not to say the in-game text shouldn't be changed, but I can understand from a developer perspective why "Must be not self" would make sense...
The in-game text also still claims carrier cruisers carry only a single squadron of SC...
I recently got back into the Sins scene when I heard about Rebellion; I'm beginning to remember why I loved this game so much.
Let's see... going through the thread, here are the suggestions I support (in order of appearance), with my two cents added (please note: I am an idiot, so take my suggestions worth a grain of salt):
The following is a list of things that I feel should be addressed in Rebellion (remember: I am an idiot):
Deliverance engine glitch:
https://forums.sinsofasolarempire.com/422833
Advent Scout Auto-attack change
Seeker vessels are offensive units therefore:
Could you set auto-attack and Marty on auto-cast when a seeker vessel is built because we use them to counter long range units. The scouts should also auto join fleets.
When choosing auto scout it should then turn off auto-attack,auto-casting Marty and leaves the fleet.
in general, being able to change the 'auto' behavior and formation options on newly built ships would be an awesome addition to the game.
I'd also like to see rebels use martyr a lot.... maybe make it guaranteed to rez via return of the fallen?
I have Diplomacy 1.34 and, as Advent, I have partnered with 1 Vasari against 2 vicious TEC. Both TEC came up with 2-3 Akkan each (among others) and held in truce for about an hour; then I was bored looking at ships still revolving around and quit the game.
My opinion is that TEC is far too ovepowered. Insurgency should be removed or modified (I have not yet figured out how to create a mod without Insurgency). And TEC (I play against 2 vicious TEC) superweapons almost force you to have a starbase on each planet to prevent loss.
Also pirates behaved strange: I had three large groups of pirates who attacked three different planets of mine at the same time (I'm not talking about those generated by Insurgency).
Pretty easy for me to beat vicious AI when I play as TEC and the enemy is Advent or Vasari, very hard or impossible to beat vicious TEC AI.
To mod it out, just remove it from the entity.manifest and the player file.
The name of the technology is "Rebellion"...the easiest way to get rid of it would be to open the player file for TEC (PlayerTech.entity), go to their list of faction technologies (under researchInfo), and remove the line:
entityDefName "RESEARCHSUBJECT_REBELLION"
It is of paramount importance that you update the "count" just underneath the researchInfo line (in this case, you'd subtract one)...the game uses this number to "predict" how many times it will need to readline for research info purposes....
I've removed R E S E A R C H S U B J E C T _ R E B E L L I O N in PlayerTech.entity but still was able to research Insurgency as TEC. I can't figure up the rest of your instruction, can you give more details please?
Run it through ConvertData or Harpo's program to get it into text form.
I just want a campaign for single player.
I would like to see.....
I way to switch off the ******* super weapons.
A novice and a beginner mode.
There are many great features available to you once you register, including:
Sign in or Create Account