so after the 2nd 3on3 multiplayer battle we found another bug i dont know if it works "invisible" but the "docking booms" update on the alliance starbase doesn't show up on the starbase and i've not seen any effects/bonus from this update while playing awesome mod :) greez from austria
ru7h
everytime we build a starbase in multiplayer (alliance) it says sync error and its not possible to load any save game
played the first mutliplayer game today only 1 crash (direct to desktop- doesn't happen in normal sins:r) but i gotta say AWESOME :) played with a buddy vs an cruel AI and damn this toaster kept pushing on multiple fronts but was very very fun :) just to say zombie thx 4 this :) gonna increase the difficulty soon to 2 cruel :) i just love endless defensive battles where u have to fight with everything u got to survive :
minidump after about 1.5 hours all worked fine then i built a cygnus gunstar (model is kinda small?) hovered the mous over the skills and right in this second my titan activated the skill where % of hull is restored played as colonial seperatist also the debris of the cylon titan glows in playercolour extrem still best mod outthere :) thx zombie
got minidump after 1.5hours when one of the cylon factions finished a titan about 1-2 minutes after the msg i only had the bsg factions enabled without militia or planets luv the detail on the ships :) awesome mod rly want to start a multiplayer game with my buddies but afraid of minidumps :/
got a minidump when reseaching the "glory of caprica" in the diplomacy table playing with enabled vasari cylon and colonial factions no planet addons and cylon militia on top
nvm stupid me just got a minidump zooming in on some vipers after 3mins played :D
will u up a "militiacrash" clean version ? on strategy informer ? [e digicons]:pout:[/e]
can't download from gamesfront :( (austria here)
models look nice but does it mean there will be even more boring waitingtime because of the "borg adding" ? :( i mean i love this mod but the last 3 months are kinda a big tease nearly as hard as waiting for diablo3.. :D just throw it out and hotfix the borg in when they are done :D
hm what about a smaller version of flakburst from the caps ? of course weaker and on higher cooldown ? at least for the escort class since they are really expensive i think the dmg from the cylon starbases needs some buff aswell (missle dmg) the tec ability from the cielo command cruiser would fit also for a cylon ability i think (focus fire thingie) maybe a smaller version of flakburst for the berzerk escort ? (half radius, half dmg? longer cooldown?) </
i dont agree on the nuke missle is too good but i agree on the weak flak (not flakburst) i would prefer to see the berzerk escort to carry only 1 squad and instead have some serious flak batteries on them or maybe a smaller version of the flakburst ability the best cylons can do to kill a strong defended position is bring a lot of raiders and 10-15 anti-structure original entrenchment ships they eat starbases and its defenses fast but aslong the colonials have squads out there they get
suggestion for another cap ability for colonials! if you make the mod more like discribed above i would like to see some kind of "board" ability on the galactica instead of the nukemissle like in the series when the stole the tyllium ? from the cylon outpost wher baltar just guesst the right location :D maybe something like it controls the 1/3 of the planets resource outcome of the planet on lvl 1 for ~2minutes believe it wouldn't be that hard to mod cuz the tec carrier cap had a similar a
i think the balance of cylons should focus more on the economic part cylons should have better economy than colonials but maybe not with the usual tradeport spam since why would cylons trade with eachother anyway.. i would suggest cylons get a huge boost on their refinery ships and can build that earlier maybe even on T1 a orbital refinment research ? that would make them more resource based as they are maybe lower the credit costs on some cylon ships and incre
no no ^^ gief the cylons a cap with the ability "all the sexy ladies" wich seduces an entire battlestar kinda like"board" but with much more sexapeal ^^
so the cylon "supercap" wont rely too much on strikecraft? cuz if it does it would still be kinda weak against the flakburst? a real heavybattleship would be rather cool with many many missleslots ? :D
awesome! just finished a 1.5days lanparty only playing this mod :D and "50 squads from just one structure would lag the game to #$%&" the game lags anyway to #$%& when theres more than just a 1on1 :D we had numerous battles with about 800 ships in the same gravwell +structures and mostly 2 starbases :D the only thing that helps is the nuke volley + timed flakbursts :D i must say the extra planets rock also the huge urban planets are just
[quote who="kyogre12" reply="772" id="2489003"] i dunno about the jupiter-basestar counter for cylons i would rather see a very VERY strong special starbase for the cylons that would kinda back up their defense abilities and if you remember the big fight in the last series at the cylon starbase would be more cannon in my opinion my ideas for the starbase 6 weapon slots, moving, of course the tec shipyard upgrade, ALOT of strikecraft slots 20-30 and still
i dunno about the jupiter-basestar counter for cylons i would rather see a very VERY strong special starbase for the cylons that would kinda back up their defense abilities and if you remember the big fight in the last series at the cylon starbase would be more cannon in my opinion :D my ideas for the starbase 6 weapon slots, moving, of course the tec shipyard upgrade, ALOT of strikecraft slots 20-30 and still upgradeable 50 at max maybe? maybe a insta build "basestar"
another question is when u bring fighters and bombers in how can we destroy them ? since i never saw a flak station on any ST ship i kinda dislike the strikecraft idea .. besides it slows the game extremly down if you play on a huge map with 8 factions an each has maxed out fleets and about 20 planets with about a total of ~40-50 tradeports :D
well galactica got hit by a nuke and it didnt do SOOO much dmg but i also believe nuke dmg should be increased but not too much can u remove the shields from the starbases too ? what about adding some more "flak" defenses on the colonial starbases ?
awe...wait for it... some! :D other question any possible solution to remove the colored trail of the fighter/bomber squads ? or reduce it to a bareable amount :D well i dont know but if you like to make a little movie those trails really s.u.c.k. on screen :D some voices are now so loud that they make odd sounds kinda too loud now i think :) ah... anything else.. ah yes merry xmas :D
if you put like 10.000 credits on a mission for the Ai to destroy some ships of another Ai or player and the Ai refuses to do so (wich it does quite all the time) all of the money is lost... u don't even get it back or the Ai gets it.. it just vanishes is this intended ? cuz it kinda sux:D there should be a time of no possible negotiation after you propose a mission like that and dont loose all of the money so far diplomacy is merely a setback .. u can do the same things like
diplomacy beta seems to be ok .. hope more options will come in while the beta is running but it will definitly fit into startrek and this mod+diplomacy will be just perfect harmony as far my imagination goes.. :D
G-ADM_Prawn is a romulans hater :( sure used to klink's op'nes :P