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Comment History
Jayleon
Jayleon - - 12 comments @ Star Wars: Interregnum

That's hilarious. 🤣 thank you.

Good karma+1 vote
Jayleon
Jayleon - - 12 comments @ Star Wars: Interregnum

Ah very amusing.

completely confused me as I noticed the new mod has dropped on my weekly mod check just before bed and the documentation doesn't make it that obvious, but then I'm heavily dyslexic so was focused on getting the list order right as that's often the main issue with crashes

I was running pretty much the same set of mods as the last build, but there were a lot of new graphical enhancements that I wanted to try as I was impressed with how the stargate and other mods that use them looked (I play the majority of the Sins mods) I did read the readme fils as the order is important an I thought it may have been one of those.,but not both. well played

Oddly the Powerpuff was also in my old list and did nothing like this as I used the old mod list to guide me on which of the new mods to add to get the experience I enjoy.

I'm assuming the old Powerpuff was supposed to do something similar? it didn't so if someone could enlighten me on what I missed as I now feel I missed out on something for the last two years of playing SWI

Anyway I have to say that the lemon and nacho did look amazing with the new graphics upgrade so once I have enjoyed how the new ships look I'll likely play with a nacho fleet for the lolz

Good karma+2 votes
Jayleon
Jayleon - - 12 comments @ Star Wars: Interregnum

Very confused. Am wondering if theres a trolling afoot.

Mods load fine...

BUT I did notice that the build ships looked oddly like lemons...

Then launched a victory class nacho...

I don't know why and its not april.

What do I do to not have my ships look like random foods?

enabledModName "INT SinsRe GoaF Quality Assurance Patch"
enabledModName "INT SinsRe Powderpuff Aggressor"
enabledModName "INT SinsRe"
enabledModName "INT All E4X Random Encounters"
enabledModName "INT Beskar"
enabledModName "INT Deathmatch Mode"
enabledModName "INT Disable Vanilla Factions"
enabledModName "INT Faster Combat"
enabledModName "E4X SinsRe"
enabledModName "E4X Resetting Titan Levels"
enabledModName "E4X More Tactical Slots"
enabledModName "E4X Non-Vasari Phase Gate"
enabledModName "E4X Max Starbase Upgrades"
enabledModName "E4X Infinite Research"
enabledModName "E4X Explored Map"
enabledModName "E4X Exploding Mines"
enabledModName "E4X Expanded Research"
enabledModName "E4X Enhanced AI"
enabledModName "E4X Doubled Fleet Supply and Capitalships"
enabledModName "E4X BGM Enhanced Graphics"
enabledModName "Star Wars Interregnum Beta 2"
enabledModName "Enhanced 4X Mod 1.87"
enabledModName "SinsRemastered-v0.95b"

Good karma+2 votes
Jayleon
Jayleon - - 12 comments @ Mass Effect: Reborn

All the Phoenix Interactive pages are dead links: Facebook website etc no longer exist. Stargate Space conflict, the only playable mod for Remastered has been removed from steam and the ModDB. The RMD pages for Mass effect and BSG are still here but nothing was ever released. There's a promise of a discord with announcements on the Mass effect RMD page dated 29/11/2021, but nothing for the other Phoenix games. Gonna call it a dead mod

Good karma0 votes
Jayleon
Jayleon - - 12 comments @ Star Trek: Armada 3

I have been playing for a while now and I have to say. Over all this is the best Sins mod I have played.

I want to make clear my criticisms are little things. Knit picks if you will.

The stability of the game over all is the best of any mods.

Because it's Star Trek and because of how I like to play I tend to choose multi star maps. Founding Fathers is my fave in the mod. I tend to choose proper factions and then choose dapple ganger factions at a lower skill setting.

Why? because I end up with my own star system and then have Klingons in their own system, Romulans in theirs etc. So I get the immersion I'm after. Everyone is levelled up everyone has fleets.

The game is now stable enough for me to do this and currently I'm having a ball. And it's helping me notice the the amount of polish the mod has. It sparkles gloriously.

So here are my knit picks

It's a shame that the game overall has in issue with factions, but that's a Sins issue and all the mods have it. So not your fault to fix.

If I'm playing a smaller game as specifically Federation against the Romulans the issues I have previously mentioned that were an issue crop up. Zerg rushing and spamming of that ship paralysing ability. It doesn't seem to be as big an issue with bigger games, but I do have to help the Federation against the Romulans as they tend to lose ground. So maybe the Feds are just more susceptible to the ability.

The ship movement, especially with small ships zooming across and out of the gravity well is something most people have mentioned.

I'm sad that the fleet sizes have been nurfed, but considering how stable the game is, I'm more than happy to get over that.

As I like large fleet engagements I have noticed the ship click boxes are a heck of a lot smaller than they were, so it's a lot harder to target when one is micro managing an engagement, this along with the ship movement impacts the immersion a fair bit.

Fighters seem to be pointless now, which in some respect is OK because they are generally pointless is Star Trek. But considering the effort that's gone into all of the models, it's a bit of a shame.

Again though over all the mod is staggeringly good. Currently I'm the Dominion and I have wiped out the Cardassians and am fighting the Klingons for the territory. The Romulans and Federation are in a bit of a cold war with the odd skirmishes and if I can kick the crap out of the Klingons it's going to be interesting as I could either choose a side or attack both.

So much fun. Thank you all for an amazing job. I hope that you can help the rest of the community to make their Sins mods as stable as STA3 is. you guys are awesome.

Good karma+3 votes
Jayleon
Jayleon - - 12 comments @ Star Trek: Armada 3

The ships look awesome. I like the new look of the weapons. Not crazy about the new ship movement.

I know there used to be an issue a couple of versions ago with early game AI Romulans Zerg rushing and (iirc) a Shadow class, or two in the F̶l̶e̶e̶t̶ Zerg horde spamming its fleet paralysing ability. Whelp, that issue is back. 3 games playing Fed and the same thing happened. Bit of a game breaker.

The issue with how the ships zoom about doesn't help as that fleet paralysing ability seems to have massive range compared to my own ships fleet buff abilities. Makes any engagement with the Romulans a meat grinder that can't be won against.

Good karma+1 vote
Jayleon
Jayleon - - 12 comments @ B5 Sins Of The Younger Races - Remastered

sadly does not work. You get to the loading a game part and crashes. Oh well. will try again when its been updated to work with the latest versions.

Good karma+1 vote
Jayleon
Jayleon - - 12 comments @ Star Wars: Interregnum

in answer to my own question a solution.
Steamcommunity.com

Good karma+4 votes
Jayleon
Jayleon - - 12 comments @ Star Wars: Interregnum

Is anyone else suddenly having frame rate/mouse pointer issues that affect gameplay that makes choosing ships a load harder?

Good karma+2 votes
Jayleon
Jayleon - - 12 comments @ Stargate Races

No worries. I very much appreciate you taking the time to listen to my suggestions and feedback and politely explaining your own vision for the game and a little background into how things work. I also appreciate the additional early game tips. While not how I like to play, as I tend to try and get later game fleet battles, rather than early game zerg rush type tactics, I can make it work with your help. Thanks again. :)

Good karma+1 vote
Jayleon
Jayleon - - 12 comments @ Stargate Races

Hey. great Mod. Especially as your a one person mod team.

Here's the big old but...

Playing the Ancients is understandably harder early game, but As they would be rightly hard to beat late game, this is understandable, but I noticed that Asgard seem to always get wiped out early game, regardless if the other teams are Wrath or Goa’uld (generally a mix of both).

When I came to play Asgard, I found out why for some reason either Wrath or Goa’uld unlock paying for Strong or massive "offer mission" pirate assaults, regardless of race difficulty.

And I know it's an offer mission pirate raid, because I had paid the bounty for the last two bounty raids with change left for the next bounty

Because Asgard "everything" is SOOO EXPENSIVE and the Asgard economy is SOOO Bad I can get one or two capital ships leveled up enough to fend off the pirate raid, but if the fleet isn't close enough I lose the world and it costs every frigate I have to fend off or retake and I can't get to the point where I can build the Planetary Guardian that's supposed to be a ministation and the Valhalla stations upgrades are twice as expensive as building the station.

Then there's immediately another "Offer mission" paid Pirate raid at strong or massive level. In one of the 5 games as Asgard I noted that I had killed one raid only to find another raid had just killed another world several jumps away.

The defence platforms are as useful as cheap tissue in a hurricane and the tactical shield emitter does nothing to help.

With the Ancients one can just about manage to fend off other faction and pirate attacks and get to the point where one can at least knock out the local pirate world. But with Asgard one kinda gets stuck with a war of attrition where one cant' advance, can't defend worlds, can't afford the research to get to .

And it's not a case of "get gud" because none of this happens when one is the ancients, who should be pretty close to the Asgard, sure they have slightly different strengths, but should be on a par switch each other according to canon. I also suspect that the pirates are harder for the Asgard than the ancients as any early game offer mission pirate raids don't take as long with the ancients.

I know that this is an ongoing balance thing which needs to be tweaked, so this is more a note than a criticism.

On that the only real criticism I have is drones, visually.

With all SG races the rate of fire is close to the shows to the point where you can hear Mackay say "there not pulling any punches"... apart from the drones.

With two to three points in drone swarm titan ability upgrade the drone swarms of the City Ship are what I would expect to see from an Aurora class ship and the Aurora class ship is only slightly more than I would expect from a small squadron of Jumpers. Same for all capital ships, the drone swarms need to be more "swarmy".

I wouldn't mind if the ship drones were weaker if there were a lot more of them.

Mind you the ship built jumpers are spot on. when you have enough jumpers they fire enough drones to clear a path through an asteroid field.

The models are awesome. While this version of the City ship still retains some none canon design features, but the buildings are a lot more Atlantisy.

This update really I like how the Wrath can be a real challenge mid game ish and I really like how one Wrath faction can produce a lot of mother ships. One really gets a sense of how the Wrath eventually overwhelmed the Ancients over the 100 years of the war.

I had a really enjoyable Ancients/Wrath fight where I had a maxed out capital fleet that managed to wipe out a fleet of mother ships, but I had lost enough shields to stop me being able to attack a shipard world until my shields recharged and then I had to rush to defend a world being attacked by the pirates.

Over all? Excellent mod.

Good karma+1 vote
Jayleon
Jayleon - - 12 comments @ Babylon 5: War Without End

The first two mods I ever found out about were B5WWoE and the BSG ones. I could never get the B5 one to work. The big.file has been a joy. Thank you. All the ships move and feel like B5. Keep the jump ability and worry about the animations later.

I have picked up that modders borrow from each others resources, if so why not see of you can use the jump flash from BSG slowed to start the jump point animation, as the cone part is splendid.

Good karma+1 vote