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.
As has already been mentioned, not all planets can be held above 30% though depending on planet bonuses...besides, planets that start at 25% need time to get above 30%...
Since you mentioned it, I have noticed something odd about max allegiance. Even if you get some horrible planetary bonuses (e.g. death world, chaotic society) these do not appear to be able to decrease your planet's actual allegiance to a value below the standard value without culture.
So for example, if you have an asteroid at distance 1 (next to your homeworld) with chaotic society, the max allegiance is listed as 80% [90% (distance 1) + 10% (culture bonus) - 20% (chaotic society)]. Despite this, the actual allegiance you get is still the base 90%. If you build a friendly culture centre at that planet, then the allegiance oscillates up and down around the 90% mark and cannot fall below 90%. For this reason, the minimum planet allegiance is 25% while within friendly culture, despite whatever planetary bonuses there are.
I don't know if this is intended but in my mind, it is somewhat counterintuitive.
I noticed it too, it is strange, but it has the intended allegiance at planets that have enemy culture nearby, so if you take an enemy world and he has strong culture nearby your max allegiance will never reach 30% if your homeplanet is far away..
I think it should be able to decrease the allegiance to the current max level in your culture too.. Not letting to surpass the current max allegiance ever, because that is a bit strange..
Is there a way to remove the DLC from my install so the game is playable again? Currently, in huge games, the only way I'm able to push forward is to make every planet a culture planet, and I still lose planets well behind my culture line.
In lieu of uninstalling the DLC, you could try the quick and dirty fix suggested earlier in the thread by manually setting the low allegiance threshold (i.e. the level to which your allegiance must fall to generate Open Rebellions) to a very low value. You could either create this as a mod or edit the game file directly (in the latter case, I think you will not be able to play multiplayer but single player should be fine).
To edit the file directly, go to your Steam installation folder, then find the folder containing the game data:
Steam > SteamApps > common > Sins of a Solar Empire Rebellion > GameInfo
The file you are looking for is called "RandomEventDefs.randomeventdefs". Open it in Notepad (it's a text file, despite its appearance).
You should see lines of text that specify variables relating to random effects. You want the one in line #7, which is:
"lowAllegianceThreshold 0.3"
Simply change this number to something lower, for example, 0.01 (I don't know if "0" actually works) and save. If you got it right, Open Rebellions should now not appear if your planets do not have allegiance below the number you picked (note: 0.3 = 30% allegiance).
To make a mod, you need to copy the file first and edit the copy (not the original). The file has to be placed within a specially constructed folder that you place in the mods directory: see here for a tutorial. You then need to enable the mod by starting the game and going to Options > Mods. If you have got it right, you should be able to see your mod in the "available" list, and then activate it.
Or you could just turn off Random Events in the Game Options...
D seems to be a bit easier..
Aheh. Yes. LOL
But the random events are actually quite fun in their own way. Open Rebellion and Partisans are annoying, but CMEs have saved my backside a time or two. I was just suggesting the edit in case the poster actually wanted a mad Vasari titan to come round and visit.
But yeah. I shall shut up now.
Ah, yes! That works.
agericus's suggestion of effectively having deliverance engines firing titans as shells would be amusing.
Is there a way to keep the raiding neutral faction roaming about with the planetary instagibb?
Are you talking about pirates or the Vasari titan? Pirates of course have their own toggle option, but the mad Vasari titan won't appear if random events are off. However, I think Yarlen confirmed they'll be making Open Rebellion less common in a future update, so you just need to keep them off until it gets adjusted.
The hostile ship appearances are an interesting mechanic. I'd really like to play with the events turned on, but having open rebellion instagibb planets with a large investment into upgrades is beyond annoying. If it just sent ships to attack your planet, that might be acceptable. The instant loss of the planet isn't. I've had it kill planets guarded by 2 star bases and within strong friendly culture.
I look forward to seeing what changes they have cooked up.
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