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While this mod is absolutely impressive for it's time, it is showing signs of age (being over 9 years old!) and the regions are stupidly large. I think if the modder came back and fixed the regions I wouldn't put a disclaimer here.
I would recommend looking at other mods on the workshop before considering this.
Granted, it sounds like it might finally beat it, but thats a risk I wanna take now lmao
Even other modded factions that call themselves overpowered fail to defeat them RR lmao
It is a really nice mod, a breath of fresh air for the unique ship design! This and Helios.
It is a bit laggy tho, but what are you supposed to do when your faction has buildings?
jk lmao :3
download and find out.
they're balanced to me
they're op to others
as i see it the only thing "off" are the sizes of their zones other than that they're fine matched to vanilla
As it is now, either I use black color and then have the nice default gold and purple, either I use anything that black and then it goes flashy solid color.
It works great.
Perfectly does its job in every aspect.
BUY
i'm not sure what your problem with missles is, can't make it out from your post.
having buildings removes any plants.
Unlike in the picture, there is only a main color. None of the ships or anything are rendering the second color and the color palet seems way off, as selecting bright colors makes everything a solid and uniform color. Have not seen a similar issue with the other factions thus far.
For some reason all missile launchers have a repeat of yhe missile stats on a second indented data tier. (I'm going to try seeing if one of the other factions I DLed is causing or not).
I noticed there were no plants to be found within the starting controlled area of this faction. Really ups the challenge level.
No, I'm not nerfing them.
No, I'm not making factions that are 100% vanilla balanced.
No, I don't think game needs any more vanilla balanced factions.
I'm doing mods that please me. Posting them in workshop is a side effect.
I agree when i did obvious mistakes (see updates on Terran Reinforcements or Floating Gardens[soon Junkers too]). Regius Reliquias are fine the way they are now and the only fix would come considers the random blobs of R spawning over the buildings which I simply don't understand what causes it. Now, subscribing this mod is optional, either take it the way it is now or don't.
Thank you for your support.
hull can not repair under fire and there's no way to change that so thats about it.
all typical shields strenghts are between 250-600hp with only exceptions being 1250hp on 480P worth block and 3800hp shield on 1080P worth block. Weapons are strong but are often reloading for way too long, Lux hastam does carry 8000 damage over almost 4000 range but takes 5 whole seconds to charge, and is fixed. Testificor takes 10(!!!) seconds to charge. And while Yes, Criobolium is fatal if you get hit. But the spike grows back slowly and whole module costs 5200 points.
Missle systems are quite powered indeed, but the damage is actually lower than terran missles and you can't shoot as often. from my own experience single 8000 terran vessel with good power system and rather big plasma cannon armament is just about enough to eradicate any RR region.
Now, i've given it a playthrough, haven't had too many problems fighting with them with terrans, farmers and tinkrell.