Looks good, nice job!
Yes please, QoL stuff is always good.
Just to be sure, will british units be able to level up by themselves or they still rely on commanders promotions?
So in the new Sub-Divide you play as koreans who help in retaking the Pearl Harbor back to organize counter offensive against soviets?
I hope whatever you plan for the soviet finale would be more engaging and action packed than "Fox and Hound" because that is probably the least fun micro mission ( and soviet mission overall for that matter )
Done it myself, because before I deleted it mod would only start with parsing error message and AI was inactive.
One thing worth mentioning, if you use Steam version of the game, you need to delete the AI folder from the mod's XML folder, otherwise ingame AI won't work.
I don't know whether it was intended or not, but Spetsnaz can't attack naval units, including the amphibious Destroyer.
I looked in the credits on your site, but didn't saw it being mentioned, could you please tell from where did you get SAS Commando voiceover? That is definitely my favorite voice in the mod.
Also I would like to ask, Corey said that he planned to rework missiles/torpedos on large ships, is it still in the roadmap for 2.3?
Are there any buffs planned for ISDs I/II for 2.3?
I understand that, it's just I really like your idea of giving regen to units, I really appreciate this mechanic, because it gives a better dynamic to damaged units and game in general, they're no longer a burden after big fights, because even if with limited capacity they still can potentially recuperate.
Does not having regen on them is that much of a deal? I try to not build them at all because of the splash range on their shots, which leads to constant friendly fire amongst tank groups.
Why tier 1 tanks don't have any hp regen unlike all other units?
Is there a reason why bots spawn with normal weapons instead of weaker starting ones?
Unless I'm mistaken, Tavira and old man appear only in Crimson Empire scenario.
Glad to see an update pop up in my watchlist, can't wait to see this baby in Steam workshop.
I also wanted to clarify, one of the bonuses from traits is "+X% defence" , does it just reduce all incoming damage by said percentage or its function is more complex than that?
Corey, what's the deal with light proton torpedoes? Manual only gives damage modifiers, never gives them proper stats and lists them as arnament on only two units, so they are same as standard ones, but with worse modifiers?
There seems to be some absolute awful bug, Zsinj seems to use NR turrets instead of Empire ones, but what is really bad is that Anti-Vehicle turrets simply do not work, they aim at passing targets but do not fire.
What about the manual, is it finished or we gonna wait for it a bit more?
New voice acting is for units only, or some of the heroes will also get some voice overs?
You have to individually command them to target anything else but the closest fighter bay and surrounding turbolaser batteries, they seem to fail to correctly aim at them from close distance.
Maybe I'm just seeing things, but it feels like NR units in general seem to be a tad tougher that they should be, because yesterday I saw MC80b tanking attack run from 18 squadrons of TIE bombers, barely losing any shields and then completely ignoring Imperial II which was attacking it, all without even activating power to shields.
I still can't get 8 stolen tech units, even after stealing from both factions during the same skirmish I only end up with three units for each side, two heroes and four vehicles, is there something I'm doing wrong? Con yard, barracks, factory, arsenal/radar tower, science lab/palace, I even went for all possible support structures. Besides that, this is a pretty great mod, I'm glad that I stumbled upon it.
Also, you said about making infantry more distinct for 2.2, separating regular and elite troops, but what about mixed infantry companies? This could be one of the things to separate elite cadre like Zsinj's Raptors from common stormtroopers, either get better soldiers, or take basic troopers but in return they provide more varied force with additional units like speeders/medics/etc.
Would it be possible to change how ability hotkeys work and simply make two generic buttons ( for instance Z,X ) for "use ability" and "use ability 2"?
I may have missed this because I didn't watch all of the developer streams, but what are your plans for artillery in 2.2? Playing against New Republic is painful if you ever allow them to deploy their cancer inducing MPTL 2's, those things were pure fun police even in vanilla game, but with TR quadrupling their range and AI still using this bug which allows him to issue orders to arty mid deployment means that the only real tactic is bum rushing the AI and hoping for the best, the damn things barely have a dead zone to capitalize on.
I mean yes, this was in vanilla, but you could straighten them out, but here Recusants seem to be completely uncontrollabe, way beyond the shenanigans of vanilla game.
In current playthrough with CIS space combat seems to be absolutely painful, all of their space ships starting with patrol frigates seem to almost disobey your orders, I've had patrol frigates doing 180 turns and flying away from their target after issuing attack order, Munificients are far too blocky and constantly bump/block each other and other surrounding units, making it impossible to control them in groups, techno union and Recusant frigates seem to disregard any attack commands and instead spin around even when within attack range, Recusants in particular cannot stand still unless you command them to stop, this is probably the only real dissapointment with 1.2, could you please look into this.
Aharov
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