[quote who="Ryat" reply="174" id="3440508"] Well I looked over the TEC Loyalist Titan and it is modified. Even shows up in game.[/quote] Thanks for looking into that, Ryat. :)
Thrax1
[quote who="Ryat" reply="168" id="3440373"] Quoting -Norbert-, reply 167Yes they have, though it seems the TEC Loyalist Titan has slipped through the cracks (must have been big cracks to fit a Titan through ), since as far as I can tell from looking at the files, it kept it's original stats, while the other Titans got HP and damage boost of more than 20 % Will have to look into that.[/quote] Overall, good news. Once I get word about the TEC Loyalist Titan...I'
Hey guys, wonderful to see some activity again on this thing. So...have capital ships been given love again? I loved the "improved" capital ship element in the original DS, but with the introduction of Rebellion, it got removed. So, have powerful cap ships been brought back?
Really glad (REALLY glad!) you'll soon be adding rebalanced capital ships to the mix once again. Any idea about the timeline on this? I HATE vanilla cap ships. Thanks for the work on the mod, guys...I feel like it's been forever, and the effort is SO welcome!
[quote who="Cat Empire" reply="7983" id="3285719"]Any one else updating this page nearly daily, awaiting the next release? [/quote] o/
Stupid question re. mod order: when ordering the mods, do I apply the Capitals mod ON TOP OF the DS main mod? (The mod instructions state "before" I believe, but I'm still not sure which is "before" on the UI -- above or below.) Sorry, it's been a while since I've played. It was bumped up a little bit. Hence the need to redo all of our enhancements. Please don't hate me, but...do you know when the next version's coming
Thanks for your answer. Definitely going to go with the Enhancement then.
Question about the DS Capital Ship Enhancement removal in the current release: I totally get why you did that -- because of the new cap ship -- but if I install the optional minimod, how badly unbalanced will the new cap ship be? Enhanced cap ships was one of my favorite DS elements. Also: it's been so long since I played vanilla, and I'm a bit leery to use vanilla cap ships. Has their durability been bumped up with Rebellion? I used to hate how they died so quickly i
Thanks guys, this is really encouraging. So happy that DS is compatible. I can handle a few bugs if they are on the fix list! Appreciate the feedback!
Hi everyone, Longtime Sins player, prospective Rebellion buyer. (The Gamestop sale has me interested.) Before I buy, I would like some honest feedback about the game from the mouths of players -- hopefully the unvarnished truth! :) I have not read any reviews because I want to hear from the community first. I played Sins Trinity extensively, modded with Distant Stars. DS gave the game a whole new dimension -- one that vanilla Sins could never match. I could never go back to va
Hi, I'm new to DS and to SINS modding generally, and am curious about one aspect of it: capital ships. Vanilla caps were just too weaksauce for my liking, particularly in how resilient they were (or were not). This mod notes that they have been "rebalanced." Can someone clarify what this means, exactly? If "rebalanced" means "tougher and deadlier," then I am on board! EDIT: Also, has the logistics cap been adjusted so that more cap ships are buildable? I know there was a mod out by a
+1 for the OP. A fair and balanced review.
OK, but what is the alternative? If you're zoomed *in* and looking at the map, what do you see if you have Cloth Map on all the time?
Can someone describe to me the difference between the "cloth map" and the alternative? I haven't bought the game so I'm not sure what that is. :)
Well I'm not looking for specifics, just a general sense about how it might run on a machine similar to mine. Broad benchmarks? Any beta testers out there who might have an idea who played the game.
Hey everyone, Really looking forward to playing, but before I do, I thought I would post my specs and ask if anyone has been playing with similar ones. I'd like to get an idea about how it's been playing on machines of similar power (or lack therof). Dell Inspiron I6400 Intel Core Duo T7200 @ 2.00 Ghz ATI Mobility Raedeon X1400 256 MB vRAM 2 GB RAM Vista Home Think that's the basic specs. Not a super-techy myself, so if there's any other
Looking to find "already created" mods in the following categories: Ship components, gameplay alterations (like the slow start mod, which is nice), and race/government mods.
I don't have much new to add to the list, but: Morrowind, Baldur's Gate 2, Planescape: Torment, Chrono Trigger, Star Control 2, Fallout 2, Curse of the Azure Bonds, Questron, and BATTLETECH: CRESCENT HAWK'S INCEPTION !!! :D To people who say games like Mass Effect aren't RPGs: oh please. Being purist on a topic like this is dull. EDIT: DARKLANDS!!!
Nobody? :(
I'm not looking to do them myself, though. Got any examples? [e digicons]:grin:[/e]
Also, I'd love to hear about good mods for Races/Government types.
Hello everyone, I'm looking to get a few "essential" mods going for my game. I'd appreciate hearing what the general consensus is on what is "essential", but overall, I'm interested in: graphics changes (especially in battle), ship components (and ship design), gameplay alterations (particularly in making the game longer/more immersive). Thanks for your time.
I'm having serious problems as well. I installed all updates for GCII for all three games on Impulse. Then I loaded up GC2:TA, and it said I needed to install the newest GC2:DA update or TA wouldn't run!!! BUT I DID! So TA loaded up and it only said it was v.1.96. FTW! Then I looked in the CGII directory and all the TA information had been dumped there. Stardock, PLEASE fix this -- I don't want to lose all my templates by reinstalling.
I had the same as Ozo -- it installed TA into the GC2 directory and not the subdirectory. /frustrated