[quote]You should realy lower the priates armor to a more realistic amount. How can it be that a stupid pirate force has far superiour battle technology then any military of the three races. It should be the other way around.[/quote] Amen to that! If there is reluctance to weaken the pirates further, perhaps a stength adjustment can be added to the game options for them. I like that the numbers increase and can see some upgrading over time, but when a co
Leondegrance
Thanks again Moguta! Looking forward to the Diplomacy udate as well.
Thanks Moguta!
Hey, I'm not complaining at you Harpo, I greatly appretiate your quick turnaround on getting this out! And thanks Moguta for your continued work. The visuals on this mod are so good I just can't play without it.
So how do I get the mod with the 1.041 balance updates? The one I'm using that I got from mediafire before the first close only has some of the updates.
[quote who="Annatar11" reply="16" id="2087215"]Bad news with flash beams. Bailknight did not make new particles for them. He modified the entities shuffling around which existing ones they use, and increased the beam width (5x the original for egg, 4x for Kortul). The Kortul's still looks good in this version because its was always bigger, and the muzzle and hit effects do have new particles. It's just the very low beam width for the default Eggy/Antorak that make it stand out like a sore thu
Annatar, The pulse beam emitters for Vasari aren't modified as they were the last additon. They look like vanilla entrenchment (thin beams instead of fat and colorful). If there is something simple you can do to change this great, but its not a big deal. Most importantly: Thanks for updating this mod for Entrenchment!!! Your dedication is apprecitated!
I_LOVE_YOU, Many thanks! I will try this tomorrow.
When the mod is turned off the assailant/sent behavior is fixed.
Any luck on the assailant/sentinel issue? I'm primarily a Vasari player. I'd go back to 1.11, but I don't think that's possible is it?
Many thanks! I did not get the immobilization on the TEC LRM frigate-I just tried it.
Annatar, I've encountered an issue with 1.12 I think. My assailants and sents are autocasting their special ability and immobolizing themselves. This is constant, whether the enemy is present or not. This didn't start happening until I upgraded to 1.12. I reinstalled everything with no luck. The only thing that stops it is disabling the bailknight mod.
After the update, my assailants and sents now continuously activate the long range missiles thus immobolizing them perminantly. This happens whether the enemy is present or not. I can only fix this by turning off the autocast. Wasn't the patch supposed to fix this specifically? Before 1.12 I did not have this problem. Please advise...
After the update, my assailants and sents now continuously activate the long range missiles thus immobolizing them perminantly. This happens whether the enemy is present or not. I can only fix this by turning off the autocast. Wasn't the patch supposed to fix this specifically? Before 1.12 I did not have this problem. Please advise...
After the update, my assailants and sents now continuously activate the long range missiles thus immobolizing them perminantly. This happens whether the enemy is present or not. I can only fix this by turning off the autocast. Wasn't the patch supposed to fix this specifically? Before 1.12 I did not have this problem. Please advise...
Look at Bailknight's original post and it will give you an idea as where to unzip to. If this doesn't work for you go into the game and into mods and click find mod path and it will tell you where to send the files. As far as 1.12, I have the same question. I won't upgrade until I know it will work with this mod. Its that good!
Is it safe to update to 1.1 hotfix, or could we have some crashing issues?
Annatar11, thanks again, this is great work. I didn't upgrade to 1.1 or any beta because I was waiting for this. I did notice a small graphics glitch in heavy wave cannons on your first release, but this is no longer present on your latest update. Your quick turnaround on this has been fantastic!
Same here. Add one vote to weapons effects/graphical effects-ship explosions are not a factor for me. Thanks Annatar11!
Yeah I think so. I think this is the real beauty to phase missiles. Otherwise, as the original poster pointed out, you really don't pop that many ships without taking out shields. At least not in my experience, and not without nano-destabilizer. With phase missiles bypassing mitigation you may still have to knock down the shields but sometimes you are getting through 100% damage (at least prior to armor entering the picture) with the shields up and down (due to mitigation still being present
Bailknight, This is great news! I just tried your mod and I love it! Strategy gamers have come to expect eyecandy nowadays and you have delivered in spades. Stardock: Quite frankly you need to put this guy on the payroll and package this mod with 1.1 or an expansion at least!
I like the gameplay adjustments-different and a little better. Slightly quicker. Bugs encountered: Pathing mostly. When I would move my fleet sometimes part of it would take a different route through an enemy territory. I was playing as Vasari. This happened numerous times. Sometimes the part of the fleet that took the other path, when it reached the other gravity well, would attempt to rejoin my flagship by taking a direct path to the flagship's current gravity well location. It