Check this @ GrandMoffDima (and anyoone who discover bugs): http://www.moddb.com/mods/enhanced-4x-mod/forum/board/bugs
Vegas_Celest
Yeah, yeah. Just wanted to bring my concern in. btw seems Volt's idea as a good solution if this subject is going to be a problem later on. I am locking forward to your release in the next few days. At the time me and my friends are playing Endless Space (Very nice game btw, even if it still needs a lot of fine tuning.), but I think your mod will bring us back to Sins again.
Wouldn't a free starbase constructor in the very beginning of the game be very imbalanced? I mean you could just send it to the enemy homeworld (if you explore it in your own system), which would cause in a heavy disruption for your enemy. Maybe the special start starbase constructor should be unable to phase jump?
Ah... I see the problem. Too bad.
Really like the concept of your mod. The Human antimatter thing: Couldn't you use a hidden research for (very) slow antimatter regeneration which only the AI can use? I am sure the player wouldn't even notice the difference, if the AI don't need to recharg it's antimatter/Tactical Count at structures. And you could give the 'Refill Tactical Weapons' ability to a structure that would be build from the AI anyway. (Like Tradepost, Ship
Hey guys. My first post in this Forum. I want to suggest something for the use of maelstrom titans in Rebellion (if you reach the stage of portiing it). But at first I have to say, my english isn't that good. My apologies in advance for this. :) In Rebellion you have such many strong things like the new Titans and the Starbases from Entrenchment which can devastate and annihilate your fleet and defence in many different ways. Sometimes it can be a real pain in the ass to find a wa