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we will get there!... eventually
there are already pelicans in the present, check the bombardment particle
there is no way to limit how many of a specific ship you can build in sins (barring capital ships due to capital ship crews), except by adjusting fleet supply cost.
the covies stripped it of weapons thousands of years prior, it would be useless to them. also, its a keyship, not a dreadnought
i love when people complain about a lack of progress (mostly shown in pictures) when the next patch/update for a mod is 99% coding. how many poeple really want to look at pictures of text files?
i like this new guy already
i almost expected the "dramatis personae" to be updated :P
its not exactly easy to find something with a 1 in x (x being very large) chance of spawning, sometimes its simply random chance and being a lucky SoB
truck confirmed for mystery machine
About the insurrectionist thing: sins assigns planets with a random name from the string file. What most likely happened was there was a regular planet with the normal militia force (insurrectionist ships) but the planet ended up being named sanghelios. These little RNG goofs happen quite often with planet and capital ship names.
when its ready.
human faction split would have been ONI and the MIC (military industrial complex), though that is, as far as i know, no longer going to happen. the covenant at this time is on the backburner so how the entire faction works atm is a WIP.
Well done Anni
clearly you do not understand the meaning of the word "hotfix" in this context then.
SMACs arent supposed to be a be all end all defense, you need a supporting fleet to protect the SMACs
you forgot the blank line below the enabledModName line... :P
thats either a bug with sins or a RAM issue (i forget which at the monent), highest setting will automatically crash the game. if you run on high, you should be fine
ships are supposed to be invisible in slipspace, theres actually a video a little bit back that demonstrates this. as for shock and awe, i personally removed that, so something is wrong there that needs to be fixed obviously.
om nom nom nom nom nom nom nom nom nom nom nom nom nom nom nom nom nom
damn... i mean, oh sweet
turn them off if theyre too hard for you, theyre supposed to be tough as balls, and pretty much everyone on the mod team will say the same thing
forerunners dude, losing to them shouldnt result in getting glassed by covie ships
all that consists of is AI manipulation, it could be done in vanilla sins if the ships you were fighting didnt have side weapons
yeah... the CPV (the covie destroyer from halo wars) is a little on the upper end of about half as long as the SoF. 1600 meters compared to 2500 meters
5/4 people have a problem with fractions
...what forerunner carriers? the forerunners as it is have only 4 "actual" ships, the rest are just buffed up advent ships