I'm with ZombiesRus5 and GoaFa77 on this. I'm definitely looking forwards to this mod.
SpardaSon21
The Armada 3 guys have a different design goal from the SoA2 team. Considering that, I see no reason for them to merge.
You should disable automatic fleet joining on the Fed scout as it will stop scouting and form up into a fleet formation whenever it jumps into a system that has a fleet in it. Since it isn't a very combat-effective warship, this is a bad idea.
Assuming you've already released a new version, could you please update the OP and stick version numbers on your mod so we have an easier time of knowing when you've updated? Much appreciated.
Core needs to be loaded last.
Sounds good. I've also been watching you on ModDB and this mod is shaping up nicely. I can't wait to play.
You mod is certainly looking very pretty. Will you be using fighter movement on ships or will combats be static?
He used to be a husband like you, but then he took a bullet to the knee. [e digicons]:P[/e] Sorry, had to...
I'm using your expanded research mod, and boy, do the TEC Loyalists get frighteningly powerful late-game with three starbases to a gravity well boosted by the now-ridiculous militia researches and an extra 2 superweapons over everyone else. I have to say their faction design works much, much better this way as their defenses are now far superior to everyone else's with two additional starbases to a well and the significantly larger bonuses from the militia researches.
[quote who="IskatuMesk" reply="1801" id="3376085"]Demotion is a form of flattery, because it tells you that Senpai noticed you~! There is no greater feeling.[/quote] So unexpected~.
If Frogboy's predictions are correct, I shall enjoy my limited life in meatspace. On the other hand, I probably won't be using the meat I was born with. [e digicons];)[/e]
I'm really interested in what you'll do for Interregnum, Goa. I hope you can finish up E4X soon.
You'll need to add a new buff that uses DoDamage instead of DoDamageToPlanet, however.
Then shadows would be the culprit. When you consider how many units Sins will end up having to draw and render shadow maps for in late-game fleets, it becomes fairly obvious that shadows, as highly-intensive GPU features, can and will lag your game.
I for one do not welcome our new robot overlords.
Personally speaking though, I'd be disappointed if I made a mod and nobody bothered to play it after the effort I put in.
Hey Zombies, all non-music sound files in Sins need to be in mono, including dialogue files for units. This means the Cylon voice files need to be converted before Sins will play them properly, since right now they only play from a single speaker. Just a tiny little reminder. [e digicons];)[/e]
Have you tried to verify the integrity of your game cache?
That's a worthless degree. If you really want to make games, one in programming is a far superior choice.
He already fixed it, and he's been trying to get you to upload the fixed version to the server for a while.
We did that already in 7 Deadly Sins. ;)
I wish you the best of luck in getting a campaign running in Sins considering the game lacks a lot of the coding needed to support one (triggers or other scripting, for example).
MechaLenin may be easily offended, but he'll be back soon, and with greater trollishness.
I think it was Harpo who released a manifest maker program, so if you can find that, use that instead.
If your PC can run Entrenchment, it can run Rebellion.