I'm not sure if its on purpose or not (and likely already has been reported) but for the Imperials at least, the Admiral Piett and Harrask researchs (the level three hero units) require resources and credits to research rather then being free
Sucal
I keep forgetting how amazing unimpressive republic ships tend to look towards the ominous lines of a Star Destroyer.
[quote who="GoaFan77" reply="202" id="3492877"] They are harmless, as long as your enemy hasn't captured them yet. In fact, you want to be the first to find them so you can claim them.[/quote] That's what I was hinting. The computer had found and reactivated them even as I was smashing through their defenses. [quote who="GoaFan77" reply="202" id="3492877"] Like? If its not before Episode 6 and not the Zahn Consortium, there is a small chance it might happe
An interesting thing I noticed that I'm not sure if its meant to be allowed or not, but the shipyard you get from capturing Kuat allows you to have at least two titans at the same time, which really is a huge difference (allowed me to smash through the pirates when they blocked my path to the enemies). Either way, I love this mod, especially with all the 4x changes being part of it! Almost makes me wish you were doing more then just the rebels (despite how much work
I'm sure that you've been told already, but the Advent don't seem to currently possess the research needed to take and hold the military or gas giant planets. Also, DLC planets are currently spawning as 'string not found' without any defending forces.
Hey its been a while Zombie. Tried to get the latest part working, but it always minidumps? Was there any particular change in the installation process with the QA files?
I think Zombie was referring to them eating brains, but meh. Hmm, the lack of weapons on the mothership seems like it might slow them down a little, thus making antimatter and stuff FAR more important. Also seems like you could 'turtle' a bit, by 'feeding' the Mothership ships and such that lack anti-matter.
Have you gotten around to reading those ideas Mr Devourer of Brains? Mostly curious for feedback and all.
Interesting, so its basically a chess game where nearly every piece is a queen but the King puts you into checkmate, rather then the other way around. Must say its the most Unique faction I've seen/heard of yet, and i can't wait to see how it works in practise. Does make me think it might be slightly better in smaller, single system games rather then the massive large ones where enemies can set up massive trade and culture networks. But then every race needs a w
One problem I see with that just now, unless I'm reading it wrong, but it seems like they can't leave their own HW. I mean, if the Ygg needs Lectoids to phase jump, but can only get the resources to build Lectoids when killing enemy ships, it seems like the entire race will be stuck until the first pirate fleet arrives. Which might be interesting, but that depends on the strength of the mothership/their opponents. Then again this won't really be compatible w
I don't know for sure Alan, but I suspect its because the Tauri ships are far too close to those possessed by the TEC already. I mean, if you look at a Kol and compare it to the Promethius they could be considered twins. So if you want to play as the Tauri, just choose the TEC and pretend every line is spoken by Samantha Carter
That seems very unfair in multiplayer. Would be a good psychlogical tactic, especially when capital lectoids start spitting out fighter lectoids, creating a never ending swarm. But I'm curious how your going to hide the different HP/Armor/Weapon stats.
Its cool, I got bored and ended up going into far too much detail really, plus you have the final choice anyway. For the fake moon thing, worse comes to worse you could always see if Maelstrom will let you use some of his planets. A dyson sphere or one of those mining worlds might be rather interesting in some ways. Then again you might want those for a future planet set... just don't make the ringworlds quite as overpowered if you use them.
Could also be using one of the stargate races, but then we don't want to see the Anicents getting an Atlantis as a free flagship, as funny as that would otherwise be. For the Cylon moon idea, could always be a giant 'fake' or deathstar style moon, based namely around packing plenty of long range guns... yes, I just want a deathstar, sue me. or a blasted/dead asteroid style moon (they are robots aren't they'). Also with the dead asteroid bonus, not sure ho
Alliance race thoughts: Anyway, I know you have the alliance on a bottom burner type thing, or might not continue it, but these are some random thoughts in case you decide to. As usual, feel free to ignore or throw out anything you don't quite want/doesn't fit your own internal lore. Personally just liked the idea of there being something out there even worse then the plague (the varsaris 'darkness') and the poor alliance being caught between
I was considering asking you if you were still going to work on the Alliance faction, but realised I didn't want to take you away from working on my cyborg lovelies. Will be giving them a test soon, though I can second what Cheif50 said about strings missing. With rogues, when on the fleet research screen both 'titles' are replaced with string not found. But then since we are looking at a crap load of work from the latest release, small bugs like that&n
Victory, finally, but only after I started making Hijacker Capitals to counter the Ancients far superior fighters/weapons. That was likely the hardest one on one game I've played in ages... though its good to see that the Rogues are working again. Have I mentioned how much I love their Hijacker capital... I mean the Colony Capital, even if it does have the 80% nerf.
I tried that Zomb. Heck, I even tried just the races and SoTF Core R6. Could you get it working on yours, then post a mod list that would work for me to test. EDIT: Tried a full restore and now we are back in operation. Currently getting my little roguely ass kicked between my ears, but those shiny Ancient ships will soon be MINE!!!!!!!!!! In other news, most of the addons are currently working, but I learned a very important lesson. When playing as rogues, never u
Hey dolynick, thanks for making the mod, it took me a while but I eventually got it downloading. I must say, I quite enjoy using the Anicents, but that's generally because I tend to favour the powerhouse races anyway. Don't let any of the others get you down or annoyed, there is nothing wrong with enjoying the frustrations of those who never thank you modders for all the awesome work you guys do.
I've been testing Zombie and I can't seem to get a configuration that allows the Stargate races to load. I even tried directly copying and pasting the test thing that you made and that doesn't seem to work either. Any chance you could convince him to let you give them the proper sins treatment, after you finish with the current things on your plate? I want to do a rogue joyride game, which basically involves booze, alcohol and random pirate rides on the ga
Since he hasn't changed anything Cheif, you should be able to just run them with the 6.0 versions of aforementioned addons. I'll give it a proper test in 20 or so minutes, when it decides to finish downloading.
Is the compatibly only with 6.1 or can it be done with 6.0? Mostly curious because I want to experiment but running out of day time download limit. EDIT: Experimented with 6.0, wasn't able to get it working... but then again that was 6.0 Downloading 6.1 now to test
Ah ok. Note to self, never build/use nanite cannon again. Though i must say, one thing I love about this mod is the non colonial races are relatively well balanced against each other. Yes yes I know, you say that the colonials are balanced by the high population limits, but Hypercorp seems to have them as well but their ships aren't anywhere near as effective. Still after playing another mod that has the game decided by who can first try and find a certain type of planet, I appreciate the
Not that I know about, though I admit I had a couple of hypercorps super weapons on auto-fire, so I suppose that might have happened. Either way, all I know is when I took a couple of planets in that particular game they had -100% max pop or however it went, something that was annoying considering the resources I spent on taking them (the really annoying 'only planet that connects both empires' planet). Also the usual quirks about the AI seemingly giving up after one major battle, but
Just another rogue bug your likely already aware of, the 80% population reduction you love so much seems to be stacking. My poor -100% planet, its not my fault I needed to kick the pirate scum off.