Hmm... you're talking about a Titan towing a starbase, but what I was talkng about was: Special phase module frigate+ vasari starbase = morphing into a Titan. This means a Vasari Titan shares some upgrades with the orky.
gikane
What happend to the quotation? Quote from Goafan: Oh we are going to do far more than that this time my friend. A complete overhaul of the Rebel and Empire tech trees are under way. When I'm finished with them no resemblance to the TEC tree will be present at all. If you want to suggest ideas for new techs/tech names, post in this thread (you may want to read this one as well to see where we are going with this). </
Oh, I am not good at SW lore, so there are better guys out there for the naming... but that is a great news anyway! And about the new triangulation ability of the Victory-I... how much exactly does that ability boosts bombardment? There is no actual numbers in the information...and does that cover the entire gravity well, or just a radius like 8000?
Wow, towing a Vasari starbase is really cool. Because Vasari starbase is built from colonizer ship instead of starbase constuctors like others, their method of constucting a titan could also be unique- like adding a phase drive module on the orky. AND I bet the developers will also think 'hey, that's a cool idea we never thought of..." about that towing concept. Is this the reason why they announced the game like 10 months before? lol
Um,is JasonFJ out of the project? And is Requiem Forge unavailable now? I remember using it, but can't find it in the Requem site. I reinstalled Sins and Requiem recently. It is still one of the greatest mods. Oh and BTW, how about adding some old CIS ships and strike crafts for Pirate/Neutral only units? It would give them more flavor, and would seem plausible, being remnants. To add: 1. I think the empire tree
It is not an enemy... some crazy guy inside the Vasari homeworld created super potent drug, and everyone is sooooooo high that no one bothers to communicate with other Vasari planets. Armada? They all went high too. And only one ship arrived with bad condition because basically they are too high to drive it properly. Drugs spreading all over the universe is why Vasari beacons keep turning off. Edit: Okay, that was a joke but I think it co
I've been playing Diplomacy for a bit now, and I am already waiting for Requiem in diplomacy! Loyal fans are waiting for it, guys! Plus, I think it is time to discuss about Empire and Alliance's abilities in diplomacy. Donation would be fitting for Alliance envoy(there must be a lot of people in the Empire who hates the Sith), while there could be something more genuine to think of.
[quote who="-Ue_Carbon" reply="1956" id="2505932"] As for the your second question...do you mean the planetary defenses? or the Planetary ability? The damage changes based on the upgrade research you do.[/quote] I mean the planetary defenses(the one which takes 10 tactical slots, looks like a shield projector). Is their range 18000, like the radius from the structure, or from the planet?
Great update! I have two questions: 1.Pirate battleship looks awesome! Will other Pirate capitals recieve unique looks as well? 2.Planetary targetting system has its own range, but it seems that the planet shoots anything near it anyway. Am I mistaken, or is this intended? Plus, is the damage of planetary defense changes depending on its infrastructues, like tactical or the size of population?
My impression was, revealing mine works but the duration is ultra short that no one ever manages to actually destroy them before they become invulnerable again. I was playing Republic when I saw this.
[quote who="psychoak" reply="944" id="2476874"] The SPHTA cannon is a collumn effect, so it's 2000 shield bypassing damage to the target and everything between it and you. It's probably the most powerful damage effect outside of the super capitals. Assuming you didn't know that, do they still seem problematic? [/quote] Okay, I didn't know it was that powerful, but my argument is that the extreme short range of the power makes the ship very dif
Okay, I will post this here because this is not a bug. Venator's SPHAT power is far too short ranged. Weapon ranges are quite long in this mod, and Venator have to move very far to use that ability, which means it have to come very closer to enemy fleet while seperating itself from its own. I think this ability is suicidal! Many abilities have ranges more than 6~7000...and this ability has like, 700. I know this is a powerful ability, but I think commanders will refuse to
Any chance for releasing Galactic Forge? I'm sure fans will be happy to make Starwars maps.
Okay, I've played for about..10 hours for now. I see that public version has been released, and congratulations. This is my personal thoughts regarding some issues, which are not bugs, so I will post it here where other public users can also discuss. I tried all four, to see the trees and units, and then hopped in for CIS(I like droids.) and played for about 10 hours in 2:2:2 comp stomp. First of all, unlike the 0.90 version(yes I played that one before..and ended up having ultra freq
I signed up in the Warlords forum. Where can I find instructions to use mantis? I never saw a forum look like one. Do I simply just report bugs by posting there?
[quote who="Evaders99" reply="902" id="2468589"] Starbases haven't been added yet, I know Eville has a plan for them. [/quote] Hold on, does that mean there will be no starbases in this SOGE entrenchment version(for now)? or does it just mean they will have vanilla starbases of standard SOASE races?
[quote who="Evaders99" reply="900" id="2468270"]"finally"? SOGE has had CIS and Republic since 0.75 - Dec 2008 All the voices have been changed, lots of the graphics have been changed, lots of abilities and other tweaks. Research is being worked on. This is quite an extensive mod, lots of work done by Eville Jedi and others [/quote] I said, in ENTRENCHMENT... make that a public entrenchment version. Anyway, its good to see the voices changed!</p
Quick question. Are unit voices changed? Like, Requiem's latest version using the voices from EAW. EAW voices are cool. Anyways, it would be very fun to finally see CIS and Republic ships in Entrenchment!
Because they are too freaking huge. It takes hell of a time for ships to move in there..
Well, the gravity wells of gas giants and no atomosphere planets are already giving me a headache.. Anyways, nice work again! It is really good to listen to those cool voices from EAW. I really liked those voices. The mod is becoming more and more elegant.
Not a tower defense map, but I made a map with several solar systems, with first player having one planet per system(which is right next to the sun, to make them easily connected). Quite challenging against multiple opponents, but I don't have the map now..
I played Empire, and they have flak turrets with laser damage.
BUG FOUND! Tartan scout does not use recon drones even after research. And where can I see the full list of new planet bonuses? They are very interesting! I've seen Sith ancestry, submerged colonies, etc...and they are very cool! Ah, I also saw String not found-Trade income 20% (Icon shows pile of logs) Good job! Nice work!
Nice work again, Jason! Well, I found out that the new XQ class starbase has lasers instead of beam weapons...but Rebels have beam damage upgrades still! Isn't this upgreade obsolete now?
Actually I tried to reply to the diplomacy suggestion thread, but it is not working, and I don't know why (I replied to two posts recently with no problem). When I post reply, it seems to work but then...it is NOT posted! I tried this for 6times right now. Anyway, here it goes: I think the problem of boring pirates can be solved with multiple criminal factions. Like several clans with speciality(thus having different frigates/cruisers for t