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Quick question: How do i get the galaxy forge to be compatible? From what i remember you just need to copy one folder over from the mod directory to the forge's location, but i forget which.
Are you running Windows 10? If so, crack Medieval 2 and it'll work a treat.
The reason Medieval 2 wont work on Win 10 is because of the crazily old CD protection software from back in the day.
Just to keep in mind though, the Thranta-Class (which was designed to replace the old Hammerhead-Class) is considered to be a Corvette.
Though I do love the old Hammer-head the newer one does fit the context of the mod far better in appearance and relative time span, as you mentioned.
Is the Galaxy Forge available compatible with v0.75.1? Because no matter which version of the asteroid belt I use they don't spawn or are just empty.
Broadside would probably make for a smaller target compared with pointing the ship down.
Very nice, but isn't the TIE/SF meant to have a heavy turret and warhead launcher?
Awwwwh... Now I'm even more excited.:D
Ah nostalgia... I really liked the old Cerberus designs. It made them stand out from alliance vessels but still showed a common root. Not to say the current models aren't great, just the old ones were cool.
Out of pure curiosity (seeing as you've added the New Republic Era Nebula-class SD) will you be adding the Resurgent-class Star Destroyer for the Empire?
Ha, I always wondered why that is used as filler text... RaW, teaching random publishing and graphic design trivia since 2015
lol, when you click on it it should say the "hi my names commander Shepard" line
Cool!... Simple cool!
Search for the Dancing Amazing Spiderman. It's the same sort of thing; it works with any song! So cool!
Wait a tick. I thought you weren't gonna bother with the ground aspect?
Will there be an option to replace the other bland Onyx armour types but keep Shepard's N7?
I'm getting a similar message though it varies when where in game.
p.s. not sure if it matters but I used the torrent version
The Normandy SR2 will be a hero ship for the Council races, but they will be able to build the SR1 as a scout. Cerberus, on the other hand, will be able to build SR2's but they will be weaker compared to the normandy. This is all going by an old post, posted by the dev team ages ago.
I MUST HAVE IT!!!
I think the Volus is going to be much larger (it is a titian after all) plus it has a different colour scheme when compare to Turian.
Well its been a long great road but still... :'( Can't wait to see what you do with the new one!
Originally the Victory-I was based on a rejected design for the original star destroyer from episode IV and was first seen in the comic "Han Solo's Revenge". The Victory-II (this one, sort of) was first seen in the flight sim. "Star Wars: Tie Fighter".
...To point where the Fed. specifically design tech to counter the Borg (See Akira and Defiant Class vessels) and even during their first encounter with the Borg, the Fed.'s most current tech more or less rivals that of the Borg (one of the reasons why the Borg have never successfully assimilated the alpha quadrant). So, Furthermore, seeing how this mod is meant to be set in 2388, 10 years after the return of Voyager, which was loaded with anti-Borg tech from 26 years in the future from 2388 anyway, and of course not forgetting Seven, Fed. tech should have continued to grow to the point where a cube could be taken out by a relatively small fleet of specialized vessels, especially seeing how they gained a 36 year jump on anti-Borg tech from Voyagers return. In conclusion, the point that the Borg are an accurate representation may be valid but late tech, especially late Fed. tech, in the mod should reflect the fact that the Borg are relatively static in terms of technology where the other races have continued to grow and develop. And then in regards to the Fed. their tech tree should reflect the 36 year boost they had at combating the Borg 10 years ago.
Too get my two-penneth in on this little debate, you both have valid points. I love this mod but I never use the Borg due to them been far too overpowered in rgards to the other races; but as you say this is your mod and you should make it the way you see fit, but don't try and prove your point with preposterous comments and erroneous facts. The subject of the Borg being overpowered has been a subject of great criticism for this mod since its incarnation and there have been numerous comments to that fact. In regards to the Borg being "nigh unstoppable" is an over-exaggeration, in my view, in reference to the Trek material and the setting of the mod itself. The Borg are a relatively static race and can only grow via assimilation. Seeing that their 'Homeworlds' are located in the Delta Quadrant, a relatively primitive area of space, especially when compared to the Alpha Quadrant and, more so, the Gamma Quadrant their ability to grow is very limited. My point being between their first encounter in STNG S02 E16 to there final appearence in STV S07 E25/26 they don't really change and their tech remains relatively static. However, the Fed. and other Alpha quadrant races grow by leaps and bounds. ...
Is the latest version of SoA2-R compatible with Forbidden Worlds DLC? Because the research is there but the worlds don't appear?
it will be instead of missiles for bombardment. Which in my opinion makes much more sense, love this idea!
awww... the AFMK1/1.2 are my two favourite Star Wars ships other than the dreadnaught :'(