I'm glad he's back, though he doesn't sound much like them anymore, maybe some voice effects added to his lines?
Its cool your getting all these old VA's back for this fan project
I'm glad he's back, though he doesn't sound much like them anymore, maybe some voice effects added to his lines?
Its cool your getting all these old VA's back for this fan project
iirc its designed for 1080p minimum, so its probably why it looks out of bounds
ooh nice, I was just confused about the Halo images. Didn't think you could add whole new factions without hitting the 3 or 4gb RAM cap
Same, though I have no idea how he's gonna fit more into this mod without breaking sins
No problem if you don't want to change them if its a lot of effort for little gain.
Also this "Rampant Militia" was what I meant above when I said that those ships attacked the dreadnought building and triggered the reinforcement fleet about 15min into a game; for clarification.
Hopefully I can stop bugging you now :P
They weren't even being attacked, once the fight for that planet was over, the frontline moved away from there and never came back to fighting, but they kept replicating themselves.
Maybe hostile trade ships, militia or scouts count or something.
No I mean if you have the DLC that added the "Rampant Militia" feature that spawns both neutral and Player/AI Empire aligned frigates/cruisers on planets they own, and will respond to threats or attack neutral or hostile neighboring planets automatically and cannot be controlled by the player.
The base game has them be the same ships as the empire you are playing, and most mods now have changed it to be the mod Faction's ships now too. I was just wondering why it hadn't been done for this mod yet, but I also know its not a big deal.
Just got done with a really long session and it was really fun, didn't crash on me once, even in the end game.
only bug (?) I think I noticed was that I sent an attack from the Oberyn Rebels minor faction (Replicators) and the system was taken over with some of their ships left over, specifically Mercury Frigates. over the next few hours I kept getting notifications that a "Dark Armada" had arrived where I sent them, but I ignored it. Just went back and looked where I had sent them and there were 139 Mercury Frigates sitting in the gravity well and I can't scuttle them because they belong to the minor faction.
Tl;dr replicator minor faction abilities that let you attack with them replicate forever if they aren't destroyed in the attack
Not sure what you mean. I'm about to start another game, but the game I played briefly as the Norlamins, all my Militia (the ones that spawn at your planets) were random ships from the 3 vanilla races instead of....Norlamin ships
Its not a big deal at all, but will militia ships be turned into your faction's ships eventually? Other mods have done it before and it helps a bit with immersion, but if not its not a big deal.
Is there a way for you to set how many enemy ships are in your home system's gravity well to spawn the fleet?
I played my first game in several updates last night and a single militia ship spawned the entire defense fleet 15ish minutes into the game, which kind of breaks the early game lol
Is there one for the Rome I soundtrack?
I love the concept of minor factions, I'm so glad mods are expanding on them even more. It really helps diversify the gameplay experience a bit more, especially the ones that sell you ships that can help fill gaps in your faction's roster.
It does, thank you very much for answering. I actually did go back and download the old version for the soundtrack the other day. Thanks for being transparent about it.
This got me thinking randomly about the old soundtrack, whatever happened to the OST that was in the early versions of SOTP 1? It just was kind of unceremoniously replaced, unless I missed a post as to why.
Is the mod still being developed behind the scenes or are you just keeping it updated and working with new versions of Sins? (Thanks either way)
Only thing I noticed so far was playing as the traders, I've gotten militia forces that are advent and vasari ships for some reason.
And if the mod is still being developed I'm sure you could come up with some really cool ideas for minor factions!
Man I thought the mod was Dead, glad it got updated :D
Suicide Mission always makes everything more badass
This is all looking fantastic. Maybe I missed it, but do the Warlords get access to those new Empire ships as well, they sticking with what they got, or they get some of their own new toys?
Dang, now I can't rely on my spawned garrison forces nearly as much as I normally do in Vanilla and other mods which kind of scares me, half the time the only reason I win defensive battles is due to garrison units being meatshields for the actual paid for units.
Hopefully if the AI keep ramming their head against a single planet with defenses built up it doesn't cost more money to protect a planet than the planet is actually worth.
Really liking these skyboxes
Do you know if these units will work with LOUD?
I always liked Balam from ED4 better than the EDF5 one personally
I really really hope it gets put in GC in the old republic graveyard places, its my favorite ship
Oh man I love this thing, gonna make it my mainline capital ship whenever I play the mod. I'm assuming it'll be added to the old republic graveyards like the star forge and stuff?
Woah that looks really different than I thought it would in HD, but it does look pretty cool
Sounds good, hope it happens one day
Don't remember if I've asked this before, but do you think it'd be possible at some point to work with the LOUD team to make your mod compatible with it like BrewLAN did? Love some of your units.
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