Wouldn't be a lore post without OrionSlaver at the helm.
Wouldn't be a lore post without OrionSlaver at the helm.
The Borg Mod: We Are The Borg Edition
The string demons return... and they always come back...
Fix forthcoming. I'm not sure how the bug returned. Very sorry about the problem.
Fix forthcoming. I'm not sure how the bug returned. Very sorry about the problem.
Fix forthcoming. I'm not sure how the bug returned. Very sorry about the problem.
Fix forthcoming. I'm not sure how the bug returned. Very sorry about the problem.
Fix forthcoming. I'm not sure how the bug returned. Very sorry about the problem.
Fix forthcoming. I'm not sure how the bug returned. Very sorry about the problem.
Fix forthcoming. I'm not sure how the bug returned. Very sorry about the problem.
> I might be blind, but is there a way in the mod to change ship and planet names like there is in the vanilla game and other mods?
You can still do this in Armada III. Just click the little arrow icon above the name when you select this ship or planet.
> Might I suggest increasing the capital ship count just a little, maybe even just one more slot per level of command? ...
Although we would like to keep our current levels for stability purposes, these values can be easily modded as a fan addon and we'd be happy to host it for you.
> Are there any plans to increase the pirate timer? I have no idea why its just over three minutes but the frequency of pirate attacks forces me to turn them off. Why is the timer so short?
Is it the Pirates themselves, or the Outlaw sectors? The full release of TFF 1.1 fixes the stupidly large number of pirates that spawn due to the Outlaw sectors -- that was more of an issue with the original DLC and how it was implemented. For now, you can turn it off.
> -Any plans to modify the planet requirements? Right now, as in the previous release you can be trapped with a poor starting spot in a random map (which is how I typically play), such as Tier V planets spawning right next to your home world. I've had starting spots where I had zero colonizable planets directly off of my home world.
There shouldn't be anything higher than Tier0 moons spawning next to homeworlds, but it may be that the random maps are drawing from the wrong spawn list. I will take a look at this.
> I haven't checked with the beta, but the Klingon Diplomatic research to give you an extra 75 fleet supply never worked for me in TFF 1.05.
Hmmm. I'll take a look at that too.
> The AI has been acting weird in the Beta. In TFF 1.05 they occasionally were dumb (as usual) but in the beta some of the AIs will barely be aggressive at all. They will fail to take planets around their home world, sometimes for the entire game. They will build a large fleet and park it at an occupied world for a long time. I was able to observe this with allied AIs.
I haven't noticed this personally, but I will do some additional testing to see if I can reproduce it.
The Best of Both Worlds is the catch-all term for the combined release of both Nemesis and The Final Frontier.
While both Nemesis and The Final Frontier have different focuses gameplay-wise, they are tied together by a strong common core. Nemesis is designed to be more multiplayer-focused, with finely-tuned, tournament-style map play, whereas The Final Frontier focuses more on offering diverse single-player experiences with an expanded variety of gravity wells, stars, planets, events, etc.
The Best of Both Worlds will release with a changelog.
Absolutely will be included with the final release. :)
Make sure you download the hotfix, which can be found here Moddb.com
A single piece of text was forgotten in the galaxyscenariodef file, which will cause the starting homeworld stations to not spawn properly. The hotfix allows them to spawn as normal.
Thanks for the feedback. We will review the logistics and tax concerns and update them as necessary. Some of the balance team (or Gul) might have more to say about that since they focused on it, so I'll leave it to them to comment.
As for the Section 31 Operations and Cultural Understanding strings...I will take a second look at them. They were likely written at some terribly early hour and I probably didn't have coffee. I think the ability may also have been updated since the string was written.
I have figured it out. We should have the fix out in a couple of hours.
I have figured it out. We should have the fix out in a couple of hours.
I have figured it out. We should have the fix out in a couple of hours.
We believe the issue to lie within our GSD. We are currently troubleshooting the issue and will post a fix for it as soon as we find it.
The icon replacer should mostly work, but it will need updating with this release, so not everything might be covered.
We believe the issue to lie within our GSD. We are currently troubleshooting the issue and will post a fix for it as soon as we find it.
Yeah, haven't seen that one before. Let us know!
No, everything should be there. Heroes were not removed.
Which expansion are you running?
Except on the ISS Imperator! ;)
Your enabledmods.txt should look like this:
TXT
Version 0
enabledModNameCount 1
enabledModName "STA3_Final_Frontier"
No, because it doesn't fit the time period of Armada III (c.2364-2379).
You might see a more canon (our canon) friendly version of the USS Discovery in our next project, Ages of the Federation: The Four Years' War.
Don't fret! The Final Frontier 1.1 will be released alongside Nemesis to provide the grand strategy and exploration side of things. Look for improved in-game performance, vessel balance changes (courtesy of Bane's balance team for Nemesis), and lots of small refinements that will make The Final Frontier better than it has ever been.
You cannot activate the mod using the in-game mod manager. If you open the readme contained within the zip folder, you will find that it instructs you to instead modify the enabledmods.txt file in your Mods-Rebellion 1.85 folder. That should be the source of the problem.
Ambarenya
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