The day after the above message was posted, a major update appeared. Can you say irony?
The day after the above message was posted, a major update appeared. Can you say irony?
What happens if your aircraft kill all the enemy's units? Do you win then?
I'm really liking the stuff with the FOW ranges, turrets, etc. It reminds me of my old mod. I especially love the enormous Rihkxyrk fighters with their missile launchers and thick armor. :)
Very nice, but I think bugfixing patches (and thus more than one mod version) are inevitable for any mod without really, really, really extensive beta-testing.
BTW: etc. is not an acronym, it's an abbreviation, so it doesn't need to be in caps. Etc. in caps makes reading awkward.
I myself have no problem with a longer delay. I am glad to see the mod isn't being released before it is ready.
I do think you made a mistake z3r0x, that mistake was to say that the end of December release date was the latest possible. Claims like this just end up getting people excited and then disappointed when it turns out the release date is further still.
I look forward to the mod, I'm sure it will be great. :)
Reminds me of salvage credits, but there are numerous things pointing to other possibilities. Hotkeys like wackydude said make more sense, but the numbers only show up in this screeny, where clones are dying.
Nice work, altho the ships being mostly stationary really detracts from it. Making the ships move like fighters would make battles much more interesting. If you don't know how to do this (or don't feel like taking the time to figure it out), I suggest asking the team behind the Sacrifice of Angels 2 mod (a Star Trek mod for Sins that has ships moving in battle) how they did it.
Will it have "embassy" in its in-game name, or just "Asuran Frigate Diplomat"?
15 pop points sounds damn small.
Such small arbitrary headcount limits just screw things up too much IMO.
I think a good idea would be to make a large fleet eat up exponentially more credits as a "logistics and maintenance" cost (logistics rise exponentially with large forces, but maintenance directly varies except with the logistics of maintenance scheduling.) Combined with a large headcount based on bases that can deal with logistics and maintenance (like starbases now, but higher pop points given), this might make for less "whoever has more ships wins" scenarios (and more actual strategy.)
As for individual battles, would be nice to have some kind of control limit based on presence of command units like Vader and Palpatine, but higher headcount limits than now.
Unfortunately, I have no idea how to do such radical changes in EaW/FoC, So for now I just recommend something higher than 15, and maybe long build times if you don't have them already (so that it takes a while to get above the headcount limit.)
Maybe the Ori could be made higher tier and more powerful and expensive? The canon of Stargate didn't say they were completely one-shotters, but it just seemed like the Ori ship had little effect against the SD. IIRC in the series it seemed to take two to three dozen Ori beams to destroy a BC 304 with Asgard tech, and more than a dozen to take out a Ha'tak (may have been one episode where Ha'taks got one-shotted)
If I ever make an FoC version, you will see it come back. Until then, it will sleep here in ModDB's archive.
The installer on my Sins (Trinity) managed to copy the files without me having to use all that code. Also, the trinity directories are very different (files to copy for install are in a 7zip compressed folder.)
Only Jabiim? That's one hell of a limitation. I would recommend including planets that have heavy weapons, but have lots of corruption too so that a militia would have a chance of overthrowing the forces there (corrupt officers might help the militia.) Maybe 5 to 9 planets with the option would work.
Will their be diplomatic sabotage and propoganda?
I think they're too long for their width.
Could use a bit more detail so it's less bland I think. Also some antennae sticking out would give it that functional Earth ship look (Deadalus seems to have a lot of antennae.)
Will the Asuran's first capital available be changed? Atlantis is really powerful (can beat a hive 1 on 1 with no problem at all.) Or maybe prevent the Asurans from getting capital ships at the start (require research)? Atlantis alone can easily steamroll any early game forces into nothing.
I also think the Humans need a ship with Asgard beams to start with, otherwise they have almost no chance when a hive shows up. Not that they should get access to ship production with Asgard beams, just that their starting capital ship gets it so they can go toe to toe with a Wraith's starting hive (I agree with beams being high in the tech tree, but not with them being unavailable completely at the start, as railguns and missiles won't kill a hive even if you have several Deadaluses and many prommies.)
Reasons for this are that I think the starting capitals have to be really well balanced with each other to make gameplay viable in the early part of a match.
Moddb.com
This shows the beams with modified missile trail effects. A few images over are the ones people thought looked better (probably most didn't realize that projectiles disappear upon reaching targets.)
I think an earlier patch (1.05) is cracked. It may be some time before a working crack is made for 1.051, and Sins tends to get regular patches. Buying it is a good idea if you have the money (Impulse should work in any country, unless they refuse due to regional laws.)
I don't think ModDB allows us to post links to pirating stuff, you'd have to do a Google search to find a link.
I think they took a vote from the community a while ago. I really prefer the style that uses trai particles to form a beam, it makes much more sense.
For some reason people chose the one that instantaneously disappears once it hits something...
The Wraith dart also seems too big. At 25 meters they might as well store captured people in the back instead of of keeping them in a transport buffer. Probably more like 8 meters for the the Puddle Jumper and 10-12 for the Dart.
The independent planet vessels seem too strong. The Human scouting vessel often only gets to scout out two independent planets before it is utterly annihilated.
I think that this could be helped with faster engines on the scout and a lot less strikecraft reliance by independent planets.
The first capital being free is great for starting faster, but it makes losing that ship more costly (other player or an AI still has his/her/its ship and thus you are nearly assured to lose.)
I'm pretty sure that was intended, that the militia sees you trying to stop them so they take action and a planet-wide revolt against whoever's in charge forces you off. Still a bad idea, but it's actually not bugged. It's caused by design.
It would be cool if different factions had different class options for satellites (e.g. Maybe Star Trek has a phaser sat that does ok vs. both capitals and fighters but not super-good against either, then a pure anti-capital photon torp sat that does well only on big ships, and a pulse sat that does really well on fighters but sucks against larger ships.) Harder to balance, but more fun and interesting.
This map is extremely inaccurate! There was only one backpacker murderer.
Home One was not that ridiculously big; Wookieepedia states it as 1.3 km (info cited as being from the Official Star Wars Fact File.) Also, I'm pretty sure the Miranda class is spelled with an i, not an a, after the M.
If you're using the same Droideka model I used in my mod, be aware that the shadows do not seem to work no matter what is done. I think the model itself is defective.
Loganw1
Logan joined
This member has provided no bio about themself...