Ironclad Games and Stardock Entertainment are pleased to present the 1.04 update notes for Sins of a Solar Empire: Rebellion to customers. You may need to restart the Steam client if the update doesn't initially appear.
NOTE: VERSION 1.04 IS NOT SAVE GAME COMPATIBLE WITH PREVIOUS UPDATES.
Version 1.04 Change Log:
[ Graphics ]
[ Gameplay ]
[ Modding ]
[ Misc ]
When I verified the integrity of my game cache Steam said it needed to update Rebellion to a more efficient file system. Any idea why Steam needed to do that?
Can you make this bug a feature? I'd really like the option to elect when to update as I like playing on the larger maps and can take several days to complete a good game as I don't have time to do it all at once. For your customers who don't follow the forums very often, it is very frustrating to have put hours in a game that is getting really good and then have it not work because of an upgrade.
That said, I really like the new changes and agree with the suggestion for the VR to have to buy an upgrade for each starbase than can warp.
Didn't realize this was an option; thank you!
In case you're wondering, its in the games' properties in one of the tabs.
I'm not sure if one of the crashes was caused by an update. But as soon as the game shut down it updated, so I ended up turning it off.
Vasari are the the most advanced race why would the VR need more debuff other than the -25% dmg. Vasari are the master race not those pesky humans,
Well thank you for sending out an email to let me know Rebellion has been updated, if it wasn't for the email I wouldn't have know (Steam definately isn't picking up the update for me) and I have been waiting for this last update before continuing my modding efforts.
Thank you for the update Stardock, now its back to work for the modders!
Lol, I didn't even know there was an update till I received an email about the update.
Edit: Ok, it seems that everyone who has Rebellion got this email. I am so behind the times.
yay
Because game balance trumps lore.
Besides if we were playing by lore, the Vasari would have to have a fleet cap a fraction of the size of the other races. The Vasari are supposed to have the best tech by and large- But they are also supposed to have a very small military compared to the other factions who happen to be in their prime and not be a small group of refuges as the Vasari lore pegs them. That's pretty much the lore's reasoning for the Vasari's reliance on mobility & guerilla tactics: because they are vastly outnumbered and would lose if forced into a war of attrition.
OK, mine updated itself, but I haven't played it yet, other than starting it to check the version number. Gonna grab some supper and then fire it up and try it out....
which is how I try and beat them every time.... lol....
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.) My gratitude is only exceeded by my amazement!
Oh wow!!! And here I was just getting ready to start a game... thank you for the heads up, this is a most welcome surprise!!!!!!
this made me laugh
I SUPER APPROVE OF THIS CHANGE LOG 8D
+10000000000000000000000000000000 KARMA
And yet the Vasari Rebels are still being banned by the MP crowd.......
Pirates are still ridiculously powerful and have been for a few versions of the game now.
Just started a new game in the latest version. Got distracted in the middle of a battle and lost the bidding war for pirate raids.
My 2 capital ships (L4 + L3 it is still early in the game) easily defeat other player's fleets but when responding to the pirate raid, were annihilated in less than a minute.
I have found in past versions that jumping them into any system with pirates is tantamount to suicide as the pirates destroy them before I can turn them around and jump back out.
I have found the best and simplest tactic for the game is to simply wait at the bounty auction and make sure I win each time.
(When I lose the bids, my one and only tactic is to pull out any defending ships and wait until the pirates are finished.)
After 3 or 4 rounds of raids the target empire is devastated and I just move in.
I have won games without firing a single shot at an enemy ship.
Pirates should be a nuisance, not a super power.
Better to play with automatic Pirate raids off anyway- the automatic raids can unbalance the game by slowing just one player's early expansion early game and then late game just becoming automatic exp for someone's titan every raid that said person's opponents can't really do anything to stop.
Not to mention the whole bidding system in general has a bunch of flaws and annoying aspects. Pirate missions are much better for gameplay.
Most players play with Pirates off. And no matter how strong they make the pirates, there is someone playing for the first time who will get owned by them, and some guy good enough to turn them into free XP for caps and titan. How strong they've been has varied over the years, but someone will always find them either too strong or too weak no matter how good or bad the pirates are.
I know they did tweak them up in a recent patch, but I thought that would mainly affect them late game. In which case you should have a titan, so pirates should be much appreciated experience points.
I totally agree... Personally I like the Pirates ramped up, because it does just what you said, lets me build up my cap ships and titans XP faster, and adds a little variety to the game. Yes, they are a nusiance, but a welcome one. I reciently posted a thread about getting nailed over and over by pirate raids.... finally figured it was the AI buying them to raid me... it was making me crazy... but was also one of the more memorable single player games in a while, because it was so unexpected, and such a nuscence. Hey, war is hell... lol... you have to expect the unexpected.
I always keep mine turned on. But also when I make a custom map, I tend to give all the players more credits and resources to get started with (no, not just mine... lol... ) so they don't usually have a problem in the game early on, and the game gets started up faster... it tends to make that first boring half hour go a lot faster.. . Most of the time within 5 minutes all the players have a decient fleet started, and the pirates aren't really a major threat.... just a pain in the ass.
One question... if you turn the pirates off, how would this effect the TEC rebels being able to use them???
Well, they can still hide in the pirate base for cover. If you're talking about the Pirate Mercenaries ability, they can still recruit pirates even if pirates are off.
I'll look at Pirates again for the next update. In terms of balancing, they are probably the most pesky. We'll continue to look at VR as well.
Yeah, I can see where balancing the pirates might be tough... from what I'm reading, the opinion on pirates seems split 50/50..... some folk like me like the ramped up, more agressive pirate faction... others turn theirs off and would rather not have them around.
If it's possible, perhaps you could think of adding a pirate difficulty level, the same as an AI player? This way people who don't like them could set them to easy, while others like me who do like them could set them to cruel??
I know the pirates are just another faction, and written like players in many ways... is something like this do-able???
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