Sacrife of angels 2 REBELS!! and Diplomatic Defeat

hello,

 

i was playing sacrifice of angels 2 multiplayer with my friend and i have come across some serious bugs.

we were building our empires strong and then all of a sudden these stupid rebel scum come out of nowhere and topple all of our planets, how the hell do you get rid of them, we had full culture on all our planets and their fleets became sooo big that my entire millitary fleet and full upgrades was smaller then they were, THATS BS.

the rebels literallly came out of nowhere with an insanely uber fleet and just when we thought we had hope, they called in reinforcements which sealed the deal and it was a dagger to the heart for our empires.

my friend's base was fully upgraded starbase and they destroyed it with 5 units, whats up with this ai

 

as well as that while i struggled to defeat the rebels it came up with a diplomatic defeat, thats not possible i disable any form of diplomatic victory, and it just happened randomly how the hack did thtey do that?

 

please help me stop this sacrifice of angels rubbish.

12,492 views 16 replies
Reply #2 Top

i posted a link in their thread

Reply #4 Top

Quoting DarkWolfV, reply 2
i posted a link in their thread

 

this should have been posted on both our debug site, and our sins forum sites. 

 

we are looking into this 

 

thanks soa2 team

Reply #5 Top

Lol I though this was a page for those people who wants to post ideas for the direction of SOA in rebellion

Reply #6 Top

 

 

Try the all new "Scum Be Gone", sold only at the Walmart on the Death Star, Level 29, sections 8-50, in the 'Housekeeping' section.

Look for it today.

 

Sounds like something in the constants file.  GL.

Reply #7 Top

lmao @ Ralan

 

I love it

Reply #8 Top



i was playing sacrifice of angels 2 multiplayer with my friend and i have come across some serious bugs.

we were building our empires strong and then all of a sudden these stupid rebel scum come out of nowhere and topple all of our planets, how the hell do you get rid of them, we had full culture on all our planets and their fleets became sooo big that my entire millitary fleet and full upgrades was smaller then they were, THATS BS.

the rebels literallly came out of nowhere with an insanely uber fleet and just when we thought we had hope, they called in reinforcements which sealed the deal and it was a dagger to the heart for our empires.

my friend's base was fully upgraded starbase and they destroyed it with 5 units, whats up with this ai


The game is really go big or go home when it comes to damage values.  Besides, if your really that concerned, reduced down the fleet supply and possible capital ships.  You can also edit the gameplay.constants values for the pirates/rebels.  Backup your old gameinfo folder before you do and make sure your friend has the same changes.

Reply #9 Top

download the 1.3 patch from our mod db page.

 

thanks soa2 team

Reply #10 Top

i'll download it and see how it goes,

 

thanks

DarkWolf V

Reply #11 Top

i assume one of your enemies was klingon? they have a civil technology from the TEC called hide and seek which periodically spawns rebel ships around enemy planets. it was relatively easy to deal with them in vanilla sins snice new ships were fast and cheap to produce, but a bunch of fully upgraded vor'chas spawning in your back is an entirely different deal. i suggest to take the technology out of the mod.

Reply #12 Top

yes i agree with XIII13

especially seeing the sheer number of them, am i expected to have a fleet at every planet? with a starbase, minefield and mass phase lasers. i dont think so. but the thing was also that they had more ships than my entire millitary, what a JOKE!

hope this is fixed

 

thanks

DarkWolf V

Reply #13 Top

Rebels have no upgrades.  They are not fully upgraded Vor'cha's.  The fleet spawns are also not that large, the largest has a range of 300-320 points.  That should be around ten ships, with an average respawn time of about 15 minutes.  As it is a late game technology, they should be relatively harmless.  A handful of turrets go a long way, particularly since, as they have no siege capability, they simply run up to any point of fortification to die.

 

The only way rebels should ever be a big problem is if you don't pay attention to them and end up with multiple spawns going in the same well.  As they can't bomb, they will never kill the planet off and continue to build up.  This would be a sign that you play bad.  They had to be weak enough for the AI to deal with them, that it can is a major indication you should be able to as well, considering the AI defends like crap. 

 

By comparison, the Borg can send more firepower into a well of their choosing for every Unicomplex they upgrade appropriately, and have it be under side control, with all of their research applied to them.  If you can't stop the Klingons, you have no hope against the Borg.

 

This isn't meant to be insulting, you're just doing something horribly wrong is all.  A small set of clustered turrets should be more than sufficient to prevent major damage from these incursions.  They are significantly larger in the Entrenchment version, spawn more frequently, and a group of twelve can destroy them and repair to full strength before the next wave consecutively hits the same planet.

 

As the Federation, try putting six turrets around a hangar, do ten and you should never lose a single structure to them again.  They're back to full strength between attacks even without repair.  In a large empire, six will do it with firepower to spare and only the occasional replacement of casualties.

Reply #14 Top

REALLY? how come they had 50+ ships around 1 planet and then 25 around most other planets, thats too many

Reply #15 Top

That means someone wasn't killing them.