Hey all,
I'm having a very odd problem, that only just started as I got into a new game including the newest DLC, "Stellar Phenomena" (also including the "Forbidden Worlds DLC").
Now , I am playing as the TEC rebels, I have all research, colonized most planets throughout the game ( I am playing on a Huge Randomly generated map) and I have encountered a problem where rebel forces will jump to one of my planets, and I will instantly loose that planet as one of my colonies and will have to move to re-acquire it, which is proving to be quite a pain.
Here is a couple screenshots, the first is the planet I most recently lost to this bug, the second is one I have recolonized 3 times, quite literally the moment I took the screenshot I lost it again to the 4th group of rebels to phase jump in, as you can see by the 4 groups of rebel ships that have not moved since they phased jumped in, each time instantly taking the planet out of my control.
With all that, I have included my save game in a .zip file including the .savereb and .statsreb in a drop box link: https://www.dropbox.com/s/tjst78wg59mimyo/Save-SinglePlayer.zip
I can upload it in a different format, or just the save game itself if that works better, just let me know and I'll be sure to do just that.
In the picture above, the planets neutral forces are attacking the rebels, which has also happened in all cases of this bug.
I logged in here today to see how people were dealing with this. I like an extra challenge, but this seems excessive to me. The rebel force is MASSIVE, very early in the game, which is why they're taking the planets so quickly. I'd prefer the option to tone this down or turn it off, like the pirates. Otherwise, is it possible to remove the DLC and go back to Forbidden Worlds?
The problem is, the only "challenge" I'm getting from this is having to move to colonize the planets over and over. I am allied with the rebels so they do not attack any ships or structures, rather they just jump into the planets gravity well, remove control, and then continue to sit there and to absolutely nothing. So far its happened about 6 times to 2 different planets, seems to have toned down now.
Can you post an image of the planet's infocard and one of one of the neutral ship's infocards?
Sure, heres one of the planet:
And one of the ships:
Thanks! That would be Partisans - one of the new random events. It can occur if a planet is getting close to flipping by culture and in this case, it appears to have taken place several times.
Alright, that explains it. But why do the rebels just sit there? They seem to be pilling up and the only thing its causing me is annoyance and a small drop in performance when I zoom in on the planet.
They will hang out until there's someone to attack (and they'll attack any non-rebel that ventures in).
Ah, alright. Seems to have stopped for the time being, thanks for clearing that up.
If you are TEC Rebel they are your "allies", so not their enemy, but still they "liberate" the world under your control, seems strange for me, but not a huge disadvantage as you can easily retake the world.
I have a bigger concern. I am not losing any of my planets to culture (i am not stupid to let this happen..) but still they kill my worlds. Is it tied to Planet allegiance? I GUESS IT IS. One of my worlds has max 45 allegiance (so very far away from home) reduced to 25% because of anarchy bonus, and that planet is often lost due to partisans..
There's a chance of rebellion on any world that drops to 30% Alliegiance or less as a result of enemy culture.
Thanks, now i understand this event better.
That's not entirely true Yarlen, personally I find myself losing planets regardless of whether or or not there is enemy culture present, and sometimes my culture isn't even below 30%.
Is there another event which also causes you to lose control of planets aside from partisans?
Instant rebellion. If you check at the 4th info panel on the lower left side of the screen, the description will say instant rebellon or something.
That would be the Open Rebellion event instead of the partisans event.
The game spams open Rebellions to the last known capital of a faction which has been defeated, no matter what you do, I find it so annoying that I just skip the last capital of any civilization entirely, I only plop a starbase there after destroying the system.
Truce Among Rogues + Open Rebellion tends to just give you like a super defense fleet in the form of militia. Sure you'll have to colonize again but in the end you get a buffed up defense fleet for free funnily enough.
Shouldn't this be changed?
Probably should be tweaked, I imagine TEC Rebel players would love it in Multiplayer, assuming any games are played with Random Events on.
Ah I see, so I suppose that all militia owned planets are counted as Capitols? No wonder I'm getting spammed with rebellions left right and centre, I guess I'll be playing without events for the foreseeable future.Thanks for the replies everyone.
Well, someone loves it in MP...but that someone is usually whoever gets their titan there first for feeding, and that someone may or may not be on your team...
And this may cause a bit disadvantage for TR players if they have TAR, they cannot kill those ships and get that free XP.
Hmmm, I've been looking in the RandomEventDefs file to see if I could tweak it a little, this is what we have currently:
randomEventDef id "OPENREBELLION" nameID "IDS_RANDOMEVENT_OPENREBELLION_NAME" warningID "IDS_GAMEMESSAGE_RANDOMEVENTDETECTED" spawnType "BuffAtLocation" spawnEntity "RandomEventOpenRebellion" playerOwnerType "Rebel" spawnLocation "TriggerLocation" excludedSpawnLocationCount 0 spawnRequirement "TriggerLowAllegiance" triggerWeight 0.1 spawnWeight 1.0
I'm looking at reducing the frequency that this event occurs as well as possibly lowering the maximum (minimum?) allegiance requirement, I assumed the trigger weight would be related to the allegiance level, but 0.1? Make sense to anyone else?Also I assume that by reducing the spawn weight the event will happen less often, haven't tested yet but I'll post results when I do.
You change the allegiance rate needed at the top of the file.
Ah ok, derp, I didn't see that initially, thanks.On another note it seems the spawn weight is the % chance that any particular event will occur when its trigger condition is met, which for most of them is a simple random timer between 300 and 1200 seconds. However in the case of 'Partisans' the chance is based on the trigger weight, which is 0.25 or 25%, and the chance is recalculated every 240 seconds that any given planet is close to being flipped by enemy culture.
The same seems to be true of 'Open Rebellion', with a trigger weight of only 0.1 or 10% the effect happens much less often, but as long as your planets are under the 30% threshold it's going to happen eventually.
So in conclusion the only way to stave off 'Partisans' is make sure there is no enemy culture affecting your planets, a difficult feat on the front lines at times; but there isn't really much you can do about 'Open Rebellion' if you can't get your allegiance above 30%, This isn't that big a deal for most players, but if you play on custom maps with many colonized militia planets like I do, build media hubs, broadcast centres or temples of communion at regular intervals to keep your culture above 30%.
This feature is absolutely infuriating to the point where I want my money back for the DLC. It drains the fun from the game for me, when I have to resettle and reupgrade 50+ planets per game. I cannot fathom who thought it would be a good idea to randomly have your worlds that are well behind the lines of battle to get instagibbed by rebels, killing their entire population and upgrades. There is ZERO defense from it. You cannot defend with star bases, shields, upgrades, nor even your entire fleet. is this "feature" getting fixed or is it just a sign to retire SINS?
The devs said it will be changed somehow in a future patch.
Also, there is a defense against it. Culture. I haven't seen any of my planets lost when they had culture above 30%.
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