Truly an underrated mod. Thank you for the update and your continued hard work it is appreciated. I hope you have a good Christmas.
Truly an underrated mod. Thank you for the update and your continued hard work it is appreciated. I hope you have a good Christmas.
Did I get the name wrong? I'm talking about the ammo that goes with the Alchemists Rifle.
Is it possible to buy Alchemists Rifles/Geists?
Bug Report: The Knightly Heater Shield used by the Vampire Houses Protector and Royal Guard only has 2hp.
The Priestess should be tier 2 and the Blood Keeper tier 3. The blood keeper has better equipment and weapon skills.
Vampire Blood Keeper and Priestess appear to be mixed up in the troop tree.
A quick question about Freelancer, do I ever get to keep the equipment?
Enjoying the mod so far. If I may suggest a couple of tweaks:
1 - Give Merchants more money.
2 - Implement Landlords and Moneylenders mod
The Armor Generals supply trucks seem to go to a corner of the map. Has anyone else had this problem?
Great Mod. In a future update could you add hacker vans or another building to put hackers in?
One of the bunkers on the Barren Badlands skirmish map can't be garrisoned.
I'm not sure how much content you have for Dale, but I think it would make more sense to merge Dale with Erebor. Then scrap Mirkwood, because they will probably play similarly to the other Elven factions.
Hey pallando, are you going to add the same type combo formations to other factions? Like what the Noldorin Elves can do.
Any chance you could upload a manual install or make it so the installer doesn't require .net 4.0 so it can work with non-windows operating systems?
A decent list. But there are some glaring omissions, PoP and The Last Days of the Third Age should be one the list.
Interesting. I'm always surprised by how much depth the EAW game engine has. Thanks for the response.
Whenever I switch to cinematic mode to watch a dogfight everyone just flies around in loops. Obviously firepower/shields come into play. But, is the purely maneuvering part of a dogfight simply decided by speed and turn or is there some sort of hidden stat? What exactly is going on behind the scenes when fighters enter a dogfight?
The Thrawn's Revenge Team are Dark Lords of the Sith, they are so wise, and so powerful, they can influence the games code to create mods.
Thank you for all your hard work.
It's a shame the AI ignores build restrictions. It sounds like you have found a suitable compromise for 2.0. Keep up the good work.
Is there any way to enforce a lifetime build limit on Battlecruisers/Supers? The AI seems to love using these units and it gets a bit tedious in long GC's. I know I could set the max tech to level 4, but I'm not completely against the larger ships. I would just like to see more use of the smaller ones.
There are 4 bunkers in the middle of the map facing each other kind of like this : : and its the one in the top right.
I can't garrison one of the bunkers on the Barren Badlands map. Anyone else have this problem?
What Zero Hour mods have a working generals challenge? So far I've only found Shockwave.
What Zero Hour mods have a working generals challenge? So far I've only found Shockwave.
Gaul: All this posturing and they still haven't invented trousers.
(Gets hit by flaming projectile)
Roman 1: Did we just invent hot pants?
Roman 2: Ho-oh, nice burn mate.
(Romans laughing in unison)
Great Mod that improves the FoC experience without overdoing it.
Using the English version here, and there is hardpoints that say "missing" on the Victor 2 and Carrack. This can be fixed by going into the hardpoints.xml finding those units and removing the "light" from the turbolaser tooltip text so it reads as <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
Hope that helps, keep up the good work.
Excellent work as usual. Is the machine gunner a global upgrade or will he have to be purchased for each tank?
Does the bonus also apply to nearby infantry? I'm sure they could benefit from having a truck full of munitions nearby.
Meldarion
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