A happy new year guys! As promised like 2 months ago (oops...) I got the new version for you. I did some balance changes and many bugfixes, which took this much time. Read more in the description for that!
The download contents:
- Crazy 2.993
- Readme.txt
- EnabledMods.txt
Change log:
- Many bugfixes, hopefully almost no crashes now
- Auto cast of orbital cannons is still usable, but disabled by default
- Cannon shell speeds increased
- Flagships and Advent titans now got phase missile block
- Space mines got double damage and more range, but less space mines per planet
- Smuggling Upgrades adjusted. I.e. very effective on Military and Pirate bases.
- City planet culture spread rate bonus with Social upgrade reduced to 400% from 800% (pretty overpowered xD), bonus trade income with Industry upgrade increased
- Paradise planet Social upgrade adjusted, more culture bonus and population
- Pacts adjusted - now have more impact on the game
- "Flak Burst" (Kol Battleship) costs less Antimatter and is more effective now
- TEC Loyalist flagship has a better colonize ability
- Advent squad sizes decreased
- Advent capital ships have been buffed because of a very weak early game
- Advent Loyalist flagship now has better abilities (still going to be changed)
- Advent Rebel flagship now has better abilities
- "Unity Shield" (Iconus Guardian) now gives up to 30% phase missile block if stacked 5 times
- "Core Overload" (Illuminator Vessel) now has a shorter duration
- Kostura Cannon now does more damage to structures and ships
- "Resource Drain" (Jarravasul Evacuator) now gives way more resources
- "Spawn Missile Defense" ability can no longer be used (affects Vasari Loyalists only)
Installation:
1. Use 7zip (I can not guarantee that the mod works when you use WinRar) to unpack the file
2. Take the mod folder to C:\Users\\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.86
3. To activate the mod, go to "Options", "Mods", click on "Crazy 2.993
(Reb v1.86)", then activate the mod and click on "Apply Changes". Also you can copy the "EnabledMods.txt" into the folder "Mods-Rebellion v1.86"
and activate it this way
4. Enjoy!
Greetings
TheyCallMeProphet
Keep a good work guys)))
Any progress about new ships?
Thank you! Since I am a member of the SGI Modding group, I have the capacities to do models, but of course this modification is more important. Probably there will be new ships (not only with new abilities) in future versions, but until then we are going to update each race to make them more distinct from each other.
Thanks for answer) very good news)
yup, do you have a favourite race? Because our Vasari changes are awesome xD
I testing tec loyal. Interesting experience. Fight with pirates its difficult, but possible.
How about little difference for any sub factions? For example new cruiser for tec rebels , who replace Kodiak? And little change weapons? Replace energy weapon for rebels Gauss and reilgun? More auto cannons?
P.S. Sorry for my poor english, I forget many things.
Well I have seen worse English and mine is not perfect as well xD
The difficulty of the pirates is intended, especially to make them relevant when the game goes on. Differences between the factions are indeed part of the major update we are working on.
So , thanks for answers) I still waiting new update)
How many can you have in a fleet? I like to have 2 big fleets, typically:
3 Arcans
3 Dunovs
4 battleships
3 carriers
3 dreadnoughts
40 frigates
100 cruisers
is this too much for the game to handle?
I notice that during an attack a lot of the ships seem to be doing nothing.
they do something, graphic effects just disappear :(
update pls