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i think the force awakening x-wings look pretty ****** compared to the originals. i mean even in the comics they never did that ****, but i'm not sure about the darkhorse comic about Georges original ideas though.
hey i forgot how to find the forum so i'll say it here. the sound of the original Sin's factions is way to quiet and impossible to here next to the starwars factions sounds. the Sin's volume either need to be fixed up, or the starwars sounds need to be dumbed down to balance them out.
will the old republic or CIS ever be factions in this mod?
i really want to see this mod come to fruition.
I believe you mean "Do's nacelles ka-plah"
compared to other federation ships it looks more like a prototype for a later design. so when will we see ships for the other factions, or how many federation vessels are left to pump out.
Will this structure be mobile? like the Vasari star fortress from the vanilla.
I think you're doing an awesome job with this mod, but you know I really wish sometimes you would team up with the guys at internegrum.
so is this going to be with the fleet call-ins, research, or say an option to buy on individual Mirandas.
So I'm getting the feeling that the rebels are going to be more of a long ranged strategy fleet. will they have any "tanking" or "shield"/"cannon fodder" ships, or will they be a hit and run fleet save the capital ships.
will the k-wing also be in this game as an upgrade to the b-wing, or a special unit perhaps.
nononnonoo this is from 2001 A Space Odyssey.
So since the Volus usually have a "Bombing Fleet" does that mean this will be the defacto Council planet bombing capital ship? sorry if I'm late the answer to what kind of ship it is.
so heroes have to be researched and then built. is it instant or does it take time like other research?
what bothers me is the lighting for the cities. in sins they look too spread out for a desert like living. personally I'd think they would be more clustered like in most desert areas.
1. what will you guys be replacing the artifacts with if at all. 2. will you be adding or changing planet bonus's. 3. lastly when will you replace the fleet count upgrades with a more star trek naming for them.
thanks. they seem tough at first but after a while they become obsolete after you grind them down and then just move em out. can you do that for 4x as well?
hey is there a way to add a frigate factory to the pirates so they can't be worn down by waves of suicide ships. i use that tactic to lessen my bounty in-game so they attack others more often, and grind them down since they don't replace losses in-system. also will the yaug be making an appearance.
really i haven't seen them. can you tell me were to find them.
also look into battle fleet gothic to learn abit of what i meant. also the black library website offers some really cool lore books if your interested.
i know your busy with this new mod and the 4X one, but by chance are you planning any future mods. i know it's a stretch, but what about a warhammer 40K mod for good ol Sins.
dam i wish there was a way to mod the engine to give it some more power.
not to be a bother, but you haven't replied to my last comment. it was only 5 days ago. it should still be on the first or second comments page. love the mod and can't wait to see how it grows.
hey me again. i got a new idea from starwars of all things. my idea is what if you gave the trade and refinery ships some add-ons unique to each faction. like my earlier idea what if TEC loyalists got faster trade ships and light weaponry to the rebels ships. i think it would fit loyalists don't wanna stick around trouble and rebels are all like "bring it on bro." now I'm not saying anything huge like maybe the speed is upped just 33-50% and the guns are less than even a corvette but enough to finish or make you think twice to pursuers. as for the unity I'm not quite sure, but i bet you have a few ideas. for the vasari i think the loyalists get a phaseing that makes them take 1/2 damage, and the rebels get a trade boost from allies trade-posts and vice versa.
hey i voted for this mod cause it's very interesting to use. i had one question though. do you think you could also add some more faction specific research to make them a bit more different. it's just they seem like they are still the same with only a few exclusive researches and i hoped this mod would make their differences a little more apparent.
I have voted in the name of the fallen!
i have an idea for addons to the structure. now i know coding and stuff isn't easy, but would it be possible to give certain factions buildings researchable upgrades. one big idea i had was for loyalist TEC building= a refinery having light weaponry= maybe able to match 2 corvettes up to a frigate in firepower and/or different buildings with different weapons= factory has lasers and comm tower have auto cannons.
and for the advent rebels or loyalists buildings of a certain type get a bonus for proximity to others of the same type just like the beam turrets. for the vasari i thought the loyalists could spawn mines around structures on their own but only once until the mines are gone.
so you making it easier thats nice.
is this just the thing the colony ships spit out, or will this be like a boarding party ship.