Alright all of you modders, you seem to know what you are doing and are doing well at it, but right now nobody has come up with any for super weapons. Right now, the super weapons lay at the very top of the research tree, a tantilizing treat to those who work towards em. But once you get them, you quickly discover that they are the most useless things in the game, with the sole exception of the advent 'convert bomb' dropped on outlying planets. Fo
Eboksba
double post: Also, I might be able to help you with your computer issue. I am A+ Computer upgrade and repair Certified. xfire: eboksba skype: eboksba email: [email protected] Or pm me.
Well since i'm somewhat handicapped with editing these mods I will wait for 1.2 Danman has offered to let you put your mod onto his game server, as filefront is randomly closing people's accounts.
RIght now, the cloak only phases it out. I could be wrong.
I personally would suggest you start with the 7 Deadly sins mod. It's currently the largest mod around. you may want to take a look at the Sins plus mod and see if you have any idea. Oh, and hullo.
Edit in another screen because my Firefox went funky: EDIT: Didn't see you already had volumetrics and such. But is this bailknights compatible?
Yup. 'nuff said.
Yes indeed, i'm afraid that your mod has somehow vanished off of your link.... Also, another request, one that might throw your fans through the roof, there are a couple of other mods out there, all seeming to try to race to see who makes the 'uber' mod. And right now, that seems to be a combination of Sins plus, the sound mods, Bailsknight, and volumetric explosions. I would highly recommend combining all of these plus your new one
this is a perfect mod. Well, not quite perfect. I only have one request. The names for all of the ships seem to have a problem. It seems that in all of the custom ships, all of the names have no spaces, or they are separated with something. This irratates me greatly. I think that the names for the Advent are ok, i havn't played the TEC yet with the mod. The vesari, however, is incredibly irksome
Bump again on mah old question. Everytime i use this mod on sins, it will crash if its on a custom game.
About when will your next update come?
I have a question. Why did you remove the gas giants as a colonizable planet?And i can't rember if this is something original from sins plus, but why can't the toxic planets be a capital? Maybe since the gas giants are slightly off left base, you could increase the amount needed and make it cost alot.
bump, any ideas/
Ugh, nomads. Freelancer is awesome, but you may want to rethinkg about that. If you can make the mod, then great. Becareful of impending lawsuits of course.
Ok, i found out the real reason why i was crashing. It can't play custom games. Not the mod with bailsknights or the standard version you made animage. Ideas? I havn't tried it online yet, or on someone elses custom game.
Ok, interesting problem showed up. Whenever i'm online with this mod on, It will crash about the time where i immediantly finish building one frigate it will just.....crash.... Ideas? Fixes? Animage, what do you think?
Ebs here, Tnx much on the updated file animage, i searched for a full weekend before finding this, i'm happy now. But there's a small problem, i can't see the culture lines between planets Sry, bit of a modder noob here. Tnx for mod again. :)