I dont make mods but I love playing them! I get mods for sins of a solar empire and star wars empire at war mostly, but I also play Garrysmod, If that even counts.......
Take your time, rushed mods are never as good as ones with time and passion behind them.
Forgot I was watching this mod, glad I still am.
Keep up the good work, we need some finished EVE mods at some point. For some reason all the EVE mods I have seen for any game never get to completion. Hope yours gets done eventually :D
Now I have a reason to look into Stellaris
Now, Is this available to all factions? Because the other ones have some ships n stuff that are only for specific eras that would be nice if you could skip to. Or do they still have to go hero hunting?
Looks kind of like the program used to play large sins mods, Extending the amount of RAM available to the game for use.
So does this mean that the rampant militia feature is now in the mod too, or is this mostly a patch to just make it work with the most recent version? Still great news! Kinda thought this was dead, no updates in a while lol
Well I mean I understand that, Just from a balance (and aesthetic) perspective, the TEC militia forces will always beat the other faction's militia because they have upgrades to the weapon types they use, and access to research the special abilities for the ships the militia use (and they do use them, I can tell) while the other factions only get their defensive upgrades.
For the mod I actually fear the opposite now, if the vanilla races use Star Wars ships, they have no upgrades to turbolasers or anything, so their weapons won't be as strong as an actual Star Wars race's ships will.
Plus just to me, it seems like if an empire is going to produce a militia force, it would be of their own ship designs. I mean, you aren't using leftover ships, when you take a militia planet or just get militia forces, they just kinda spawn like they were built. Which means they should be your faction's ships.
I am nitpicking though, it would be nice to be able to have it change to your faction, but the advantage is really only in the early game, late game militia means very little.
Well at least you can change this ships, gonna be weird if you play vanilla races and get Star Wars Militia lol.
Wish they had made it more flexible.
I really like the militia features, I just wish that it would make the militia whatever faction you are instead of always TEC. The TEC in vanilla always have the advantage that their militia will get all the weapon upgrades and abilities while the other factions wont.
Will there be a way in this mod (or any mod really) to make the militia be the faction you are playing as? or does it only use 1 group of units overall?
its not like we can move them around, they are in set slots. Most custom maps we can't even choose what slots to put them in.
ah yea I forgot about that
The one thing I would try if at all possible, is to put the turrets on the top of the building somewhere. Because on some maps that turret would have to shoot through the barracks to hit enemies on the other side.
Would make more sense if they were mounted somewhere on top so they can shoot all the way around, again like the orc turrets lol
I wouldn't expect you to be able to know so fast, probably a lot of new stuff to dig through and test.
I just kinda thought (in the base game at least) since your upgrades affect the militia under your control, the TEC has a large advantage over the other races.
Sure the Advent will get more shields (not sure what vasari get more than the others in, hardly play them) but since they don't share the same weapon types, other factions militia will always do less damage than the TEC militia, which will probably outshine the upgrades the other races' get.
That was the main reason I am hoping modders figure out a way to change milita to be your faction once you gain control of the militia planet, so that upgrades affect all their stats, not just defenses. Good luck in figuring all this new stuff out :p
Ps. Sad to see ToR gone, still love the look of those old ships, the Harrower is still my favorite Star Wars ship
Wonder how you guys will incorporate the new militia features later, My guess is that the ships will be the regular empire ships that you use for militia already?
Also, is there a way for modders to change the militia that spawn to the faction the player is, or will they always be from one template?
that is a good idea, reminds me of the orc buildings from the original Dawn of War
so I have a problem, I have two monitors, one old fullscreen secondary, and a 16:9 1080p main. The main recently died and I replaced it, but for some reason when I go into full screen it keeps going to the old fullscreen monitor, and even when I tell it to be windowed, I cant change it to 1920x1080 resolution, its stuck in fullscreen resolutions in the options menu. and yes the 1080p monitor is marked as the primary on windows.
I use zanodrum if that matters, it used to work fine. Any help would be much appreciated, playing it in just 2/3 of my screen is weird lol
oh, good to know, didn't realize the update modified the .exe
yup, i feel the same way.
When I first got into PC gaming, Thrawn's revenge was actually my very first mod I had ever installed for anything, and now mods are like crack to me. TR is still my favorite EaW mod to this day, thanks for all your hard work.
right, crap sorry keep getting your two mods mixed together.
so can I no longer build regular Harrowers anymore? Only Harrower I see in the list belongs to a Hero
Nah, you can change it, most of the Star Wars mods have, its just not on the priority list probably.
your welcome I guess lol
if the missile turret is effective against both fighters and small ships, what is the advantage to building the laser turret that is only effective against fighters?
I heard they said that in the future they aren't even going to have people capture the planets, instead you build POS stations to claim them. or something to that effect, they could have decided not to do that.
I propose that they make the planets a bunch of different citadel types (since they are universal I think) and you still have to bombard them to take them and such, plus, instead of having different structures, you could just upgrade the "planet" (meaning citadel) like its installing upgrades.
Example, building trade posts would just make trade ships spawn on the planet, and they would trade with the other planets themselves, or a culture station would just make the culture come from the planet, not a structure etc. To keep balance defense platforms and stuff are still gonna have to be built separately though.
Not sure if all that is possible in sins, but it would make the modders jobs easier so they don't have to do structures for every type of module, and it would probably save a ton of RAM since it wouldn't have to load any structures besides defense ones either.
maybe a bit, the starbases were pretty colossal to the capships in vanilla, but maybe instead of planets we could make capturable citadels? I unno, I just want them to be integrated somehow, they look great.
Hmm wonder how the new citadels system they added to EVE will affect the mod (If it does)
they do look pretty awesome though, basically do what a Starbase in sins does lol
oh, by Attila I meant Attila Total War if that wasn't clear.
Could always make it like Attila where the Roman Empire is huge, but very weak and only have a few vassals to cover all of its territory.