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What causes the Holonet to take effect on a planet? I thought it was building a culture center but that isn't working anymore. There's some research that seems to do it but that's not doing it either. Do I need to wait to build culture centers until that is researched?
I looked back at the shops of the one without and its amazing how something like this just completely brings it to life. Great job!
Ignore this comment, I didn't do my research.
Have you guys thought about giving the consular ship a reskin?
Or perhaps more appropritaely is leave the consular the way it is and create a new ship that acts as the Republics light-frigate that looks like the above image. Charger c70 retrofit.
Also perhaps adding this ship?
My mistake for not reading up on the matter. I can imagine how annoying reiterating things like that can be.
That is an excellent little touch. Something so simple that instantly makes the model a hundred fold more "Mass Effect"
Whats your development plan?
Not like whens a release gonna happen. But what is your plan to move forward. In what order do you plan to tackle things for the mod? Do you have a level of minimum "completeness" or quality you're going to shoot for before you'd release the mod. How do you plan to generate support for the mod and recruit any new talent you might need? (i.e. music/voice talent/etc)?
Any chance of turning the red a bit darker? The red team color for ships looks too bright in game.
I have all the DLCs and it has been working fine for me so far.
I think you guys should consider implementing a system that is similar to STA3's hero system. It would be very cool to have important characters of the stories represented in the game. Some ideas:
- Admiral Yularin (or Anakin Skywalker) commanding the Resolute.
The ship could be a little bit more suped up Venator or Jedi Venator
- Maybe Obi-Wan Kenobi on another Venator (similar to Anakin or get a better idea haha)
- Perhaps Padme could be in a consular ship and could have powerful diplomatic skills
- General Grievous on the Invisible Hand. Could have huge fleet buff skills
- Count Dooku on a Providence that could act as a CIS version of the Jedi Venator
- Nute Gunray on a Lucrehulk that could have embargo skills
- Tarkin on the Executrix. Of course would have Tarkin Doctrine.
- Vader on the Exactor or Executor SSD. Imperial version of Jedi Venator
- Thrawn on the Chimaera. Massive fleet buff.
- Ackbar on the Home One. Massive fleet buffs
- Leia Organa on the Tantive IV. Maybe like Padme's ship.
- Han Solo on the Millenium Falcon :) Hey if you can add the player ships to the Old Republic era, why not? :D
Shouldn't the Pentastar Allignment also get the Executor (or their own version) since their primary dude (Kaine) used one (The Reaper)?
Check out this:
It could be some cool ideas for incorporating into this mod. I really like the idea of planetary shields just being a given once researched.
I was thinking too that it would be interesting to make some changes that would give the rebels more of a hit and run style play. (This might actually be a thing, I've just never paid attention.) Is it possible to make abandoning a planet yield some resources like when you self-destruct ships or structures? If so, you should increase the amount so that when a fleet comes into orbit that you know you can't beat, then make it similar to EPV where they abandon hoth.
Check out Phoenix Rising mod
Any chance that you guys could make these Warlord executors capturable? Primary reason is since we have examples of the NR using old Executors like the Lusankya.
Or the title....
This is looking fantastic guys!
Perhaps an Oasis planet? (ya kno cause theres small spots of water :D)
I'm sorry if this is answered somewhere else (I haven't found it though).
Will there be/are there canon (or legends haha) maps included with the game? This is one of biggest gripes with other mods that the maps feel very light on canocity (if thats a word). For other star wars mods, I've had to put together my own maps. I'm not as familiar with the EU post RotJ and I'd rather not have to put that together :) plus I know the quality work that you guys did in your EaW mod.
That sounds more difficult than base game pirate bases. But that is not a bad thing :)
Doesn't the ascension have a third engine at the top?
Ultimately, if this station is stays the refinery station, I will not be even slightly unhappy. Just thought I'd share my two cents on the design so the devs can get an idea of what the fans think about stuff.
Looks good but for some reason (this is just personal preference/opinion) I think that it looks to small. it looks to short (horizontal wise). I would think that a refinery would be larger feeling.
It should have increased resources of some type. In real life, the moon has an abundance of some isotope of either hydrogen or helium that is supposed to be useful for fusion.
The Asari cruiser definitely feels like a capital when you take into account the Ascension will be a Titan. The Asari are the most advanced race in the galaxy (organic race) and they should have representation in the capital ship ranks :)
Since it looks like you're making each council station mimic a different council race. I'm going to put it out there that you should model the military research station after Turian design.
Well I understand the reference but seeing the CSO and the power of that bomb, I figured it might be apart of the joke