You can pretty much simulate this within the current SoA2 mod. The only real modding change you could really need to do is create new textures for the TE ships and add them as a mirror race. Perhaps more offensive and less defensive abilities.
Sobekeus
Scout ships would still have to follow phase lanes to explore. Another possibility might be to make it cost too much antimatter to even use the ability until research has caught up in the middle to late game.
Making every ship into a Gate might work.
[quote who="purdyaw" reply="31" id="3010813"]My idea of size comparison. Species 8472 Behemoth > Romulan D'deridex Warbird > Amarr Apocalypse class Battleship > TEC Kol class Battleship > Species 8472 Battleship > Federation Sovereign class Battleship.[/quote] Except that the Apoc is almost 1000 meters longer than the Sovereign. 1608 vs 685.
Can't wait, been without my Ancient fix for far too long.
The mods have to be updated to Diplomacy 1.34 before they will work.
I'll let you know if I get it again. Had a complete game last morning with no trouble.
None of those look like they belong to the existing races.
More ships need phase missle block. Spam KOLs!
[quote who="myfist0" reply="3012" id="3038058"]I can't reproduce the Ambassador crash. Not sure what's up there. Fixing the faction icons and a few other minor issues. Psy is working on some balance work. We may have a patch before Christmas. [/quote] It happened when I first activated the mod, and I didn't restart the game so it might have just been related to that.
Yeah, not many. If at all.
Finally! Did minidump once when purchasing a level for the first Ambassador, but it wasn't persistent so it probably isn't a big deal.
Quite fetching isn't she, you should see her duck tape bikini.
HAL 5000 showed up during a modtest, kept trying to fly a Kol into the Sun.
It's not even a year old, still a young thread.
I'm also one of those weirdos who likes to RTSRP. Maybe I'm just better at pretending to be an immense faceless organization than a paladin. Tho I RP as Megatron in SupCom.
Serenity Mine would have Frickin Laser Beams tho.
I'd like to see a persistant online hexmap ala SFC 2/3 that we can use to conquer systems. Players can jump in for their empire otherwise a comp does it. Make it large enough that nobody can conquer the entire map in one night.
Incredible.
Ah, nice. Thanks for the tip.
I'm 'Andromath' on ICO. I'm up for some DSRP.
I will keep all of that in mind, thank you.
The mod works with Diplo 1.2?
[quote who="GoaFan77" reply="31" id="2928934"]1. While I don't think you can hard code it to put terran homes in the "habitable zone" so to say, you maybe able to adjust them so they tend to appear in the middle of the map more often. I haven't looked too closely at how the random maps work, but just try copying a random map and open it with galaxy forge and see what you can do. 2. Theoretically yes, you could make it so starbases provide the bulk share of
Is there a way to force random maps to not put the 'Terran Homes' on the edges of their given system? But rather in the middle of the radius around the star, to more resemble realistic star systems? EDIT: I know you can assign population to starbases through upgrades and influence a planet with the starbase, but can you mod them to replace planets as your primary method of territory control? Sort of along the lines of static motherships. And expanding on that, c