In this version now, is it possible to take down that Borg cube in the pirates nest... I threw everything at it, and it regenerated so fast, I got no where fast. I hope the Borg in the version being developed now isn't that strong. ;-)
Vulturev4
Mine never looked like that, but there has been issues about how reflective they are. To my knowledge, he is aware of it, and it is being addressed.
I was waiting to upgrade until I heard if it was going to foul up the various mods. Looks like I'll be upgrading now.
[quote who="kyogre12" reply="20" id="2249221"] If you want a lot of races, I suggest 7 Deadly Sins. It has a ton of races, and in the next release the Colonials and Cylons will likely be in it.[/quote] Will the 7DS have your mod in it, or are they doing their own BSG models for it?
I like the flak where it is for the colonials. I played a huge single star map last night, I was the colonials, and the AI was the Cylons. I had to spend all of the antimatter I had saved up when two level 5 worldstars jumped me, but I liked how I had to choose between flaking the bombers, or using nukes. It was an interesting choice I had to make. I had to leave the planet when the AI jumped two more caps in there, I escaped with a few thousand points
I'm rewatching the series since it ended. I am not to the final pegasus battle yet. I would suggest, maybe I am alone here, you should nerf the G's weapons so they are a step or two, maybe more, below the Pegasus. So when people go to build additional caps, they don't just build nothing but Galactica's. I cylon ability maybe you should look into adding. I found this in the Star Wars Requiem, boarding party. Maybe in the las
In the series, I thought the Pegasus was a much more modern ship, and the Galactica was a dinosaur. I think if someone should get a Galactica over a Mercury, there should be at least some drawbacks. The G comes by default with the most armor, and most firepower too. Maybe that should be reversed. Have the Mercury be the heavy hitter, and if someone wants something that ccan also colonize, they have to choose a weaker Battlestar.
The link in the very top post works. I love how the Worldstar looks now. Much better than the previous version.
I'm one of those freaks who enjoy playing the cylons. I think if you want the 2:1 or 3:1 cylon / colonial formula to work, either the cylon caps price needs to go way down, or the colonial cap price needs to go WAY up. To make it fair in that regards, people playing cylons need to be able to buy more caps. I played last night, the AI jumped a Galactica cap into my homeworld on a small map, it tore my fleet up, and I was unable to kill it, or even put a dent
Ha, never mind. I see it in the OP.
I'll give a whirl today. I have to admit, I am nervous about the colonials getting a buff, I almost thought they were too strong before. I was playing a huge map, I was the cylons, AI was the colonials, and the AI jumped 2 colonial caps, a lvl 5 and a lvl 6, I moved 4 of my caps in, a lvl 8, 2 lvl 6's, and a lvl 5. I lost three of the four caps, and I limped my surviving cap out of there. Was anything done to the flak? Thanks for all of you
I got a file not found error. I'll give this a test run tonight if I can DL it. I love this mod.
I use pause break. When I hit it, the screen says Paused towards the top of the screen. From there, you can do anything, you just won't see what changed until after you hit the pause break button again, and on the screen is says unpaused.
What I meant was you can give your ships different commands while the game is paused, but you will not see the changes until you unpause the game. Pause the game Tell your ships to change directions, or attack something else, something like that. When you issue orders like that while paused, you will not see anything. Unpause the game, then you see what you changed. I think that is what he was referring to.
You can change things while the game is paused. The graphics in the game don't reflect it until the game is unpaused, but you can do it. I don't use pause for that, but you can manage things while paused. P I think by default is set to Ping.
I hit the Pause / Break button on my keyboard. That pauses the game for me.
One thing I noticed. The Cylon raiders, (cylon fighters) do not seem to go after enemy fighters or bombers at all. I can select them, but when I right click the enemy fighters or bombers, they will not attack them. They just continue to attack the ship. Also, I think the colonial flak is too strong.
Wow, just asking. I seen the last edit of the top post was in March, and 137 pages of posts, was just wondering. Never mind me, I'll be leaving now.
Does this mod still not work with sins 1.16?
That comes in awfully handy in Supreme Commander. Didn't know that was there.
Gotcha. I'll be awaiting 0.03e then. BTW, the models I seen so far are very nicely done.
I'm sorry if this has been covered before, but is this mod for sins 1.16, and not for Entrenchment. I was under the assumption from the top post, it was for entrenchment. I cannot get it to work in Entrenchment, put it in the mods entrenchment 1.02 folder, and when I enable it, locks it up. I take it out and put it in the mods 1.16 folder, it works fine in reg Sins. Is there another link for the Entrenchment version?
I am having that same white-washed look to my colonial ships. I turned off the background images, and it looks better, but still looks too bright at times. I wonder if maybe is a reflective thing with the ships.
I agree with the other ships being cannon fodder comment too. I played a small map, I had a Galactica class ship, level 5, and I jumped into the Cylon home world with probably 25 various ships, against their basestar and an equal number of ships... less than a minute or two later, all that was left were the caps going toe to toe. I love the increased nuke cost though.
Were you able to follow the patch I posted? I use XP and it took me forever to find it.