Loving the new faction load outs, will the ship pop caps be getting an adjustment or will they be the same as the current release?
Loving the new faction load outs, will the ship pop caps be getting an adjustment or will they be the same as the current release?
Loving the new update it has made a huge difference both in the AI and gameplay overall. Just a few questions.
1) can you get more than 1 home one type cruiser and if so how as i have tech 3 and no buildable option for more and I’m being hit with multiple Bellators and the executor.
2) the AI is able to get more hero’s than i can even if i play the story and conquer planets how do i get them to.
If anyone has any answers that would be great thanks
I started watching all my SG1 again when I relised it’s been 11 years since it finished and I have started playing this again I have followed you guys for many years and have played this mod for many years and every time you guys bring out a new update I get so excited it’s honestly one of the best mods I have ever played and I get like a kid at Christmas every time I see an update
I can’t wait for the GC to be finished so keep up the fantastic work guys
Will this be similar in nature to the original games influence and broadcast structures??
part 2
Immersion into the game
the game immersion has a few draw backs but thats to be expected as this one focuses more on scirmish than GC, however i feel that it can be improved in a few ways by doing the following,
the hero units pictures can get slightly confusing at times as they are very simmilar and that kind of confused me a little.
the hero units dont have much in the way of special abillites and that was slightly disappointing but again this game is still in early stages.
i think the thing that kind of nagged at me the most was where capital grde ships could be built as they could be built everywhere and that ruined the importance of caprica, picon and the scorpion fleet yards a little for me. i would limmit capital ships to a few planets such as the ones mentioned but allow the cylons to have more places to build them due to there ships being weaker.
The tec system for the game is still very traditional however i feel that it fits with the colonials so its no bother but i did feel that late game there was no larger ships to throw at the enemy i personaly like the titan ship from your partners mod and from Fall of kobal and i feel that the cylons should also have a late game ship that should be hard to defeat. to balence it out the cylons could build it 3 locations but the colonials could only build it in one and that would make holding planets more important in the game rather than ships being able to be built everywhere.
The cylons were also rather weak in space on ground they were more effective in my opinion yes they came at me with multiple ships but they were deafeted rather easily and i was playing on hard and i very rarely lost a ship and the base stars were huge and again that takes me back to the unit sizes.
Land heros could also be added to the game.
Heros and abilites for thr game
Galactica- salvo fire, launch allert vipers which gives us Kara's squad with Kat and Hotdog
Pegasus- fire main batterys which does devestating damage to a base ship like 45% damage, increase flack fire like it did during the events of razor
Admiral Negalla- fire main battery just like pegasus, call reinforcements as he is the comander of the fleet ships should rally to his call 2 oden class ships
Valkarye- salvo fire, increase spead to engines
Apollo- space- in space comande a squad of MK VII vipers- hunt for enimies, extra thrust
land- conands a squad of marienes- secure aria, call reinforcements which calls in 3 vipers to his location
Athena and Helo(stealth unit)- Space- sensor ping, increase power to engines
Land- sensor ping, cloak helo and athena have the ability to hide form the cylons and remain undetected for a short time.
Anders(stealth unit)- Space- engine boost, invunrability due to him being one of the finle 5 cylons will not shoot him for a short time
Land- lay mines, run
planets that he is on you can produce gorilla units stealth units 3 max
Seargent Bithious- secure position, run
again i hope you found this helpfull and none of this was meant to be offensive or taken that way and if youd like i can also do cylon feedback
Hi i just wanted to leave you some feedback on the game i have thus far enjoyed playing it and all of this feedback is meant to be constructive none of it is meant to offend.
the magority of this feedbak is for the colonial units and if you find it helpfull i can do one for the cylons as well
Part 1
The Models
the game models ook excelent hovever i think that they would bennifit from being a bit smaller as they were slightly clumsy to move and looked rather big on the maps.
the units are highly detailed for the most part however the mercury class has not got much in the way of finer detail points on it but this may be due to other reasons but if the unit was a bit smaller then it would not be as noticable.
The Gameplay
i had an issue with the units in space gameplay,(i thought it could be my copy so i uninstalled and tried again but had the same issue) i could not get the space units to attack the targets that i wanted them to attack they kept attacking either the closest unit to them or they would attack unit of there own choosing.
The capital ships nameley the jupiter and mercury battlestars could br very clumsy to command and move into position for exsample if you wanted them facing side on so that you could use the flack guns more effectivly then it would be turning about in circles and so on again this could be due to unit size on the maps.
The missile jamming did little to nothing in the game not that i minded as i dont thing is was needed much as thee was the flack guns.
The flack guns are some of the most impressive things i have seen in an empire at war game ever well done on that it makes such a rare change to see that level of flack in an EAW game well done.
I had no problrm with the land units responding to comands in game however the scorpion tank pic you use in galactic conquest was not in game i was slightly disappointed at that but it was another effective unit so all in all not ad.
I always did like this ship am glad you have decided to keep it in game
Played all day yesterday it is a fantastic mod guys well done love how the UNSC is outgunned it was a challenge to play as them
I have a question about sins of the prophets for stellaris that I hope you can answer
Am wondering if the mac guns are useable on the ships and defence stations or is it just the weapons that you equip on the ship designer that are available?
Models look fantastic as always guys
Am wondering if the mac guns are useable on the ships and defence stations or is it just the weapons that you equip on the ship designer that are available?
Models look fantastic as always guys
This is my favourite mod for empire at war
The model looks a little dark were they not the same colour as a star destroyer?
My game crashes a lot even on GC I am going to redownload it see if it was my copy
Just out of interest do you have the disk or steam version of the original game
I have the same issue also found whilst playing as CIS al lot of republic fighters are very hard to destroy they take a massive amount of damage
Game keeps crashing and deleting any saves I have made
I have downloaded it several times in case it was my copy but no change
I have the steam version any hints and tips
Really good mod have played a good amount of it and love the way you have incorporated many aspects from other mods into this one it works really well
Just one question does anyone know how to change the colour of the venator class it bugs the living hell out of me that it is so dark (does anyone share my opinion?)
It was never depicted as being that dark in the films or tv show so why in gods name they made the model that dark I have no idea if anyone can let me know that would be much appreciated
am glad to see that these guys made it in I loved them in the cartoon show I think I have it on dvd somewhere lol
Yeah it was always something I hated too
Awakening of the rebellion had two types a fleet captain who came in a cruiser and a fleet commander that had a capital ship
It made the game more enjoyable in my opinion because it allowed you to customise fleets for engaging in attacks and planetary defence
By the way have to say that the model for commander fox is outstanding I don't know what it is but it's really bloody good
Sounds really different am excited to see it in game
Are you adding fleet commanders as minor heros if you are I think it was awakening of the rebellion that done this
They gave them there own ships that way you could bring them in without having to bring in the whole fleet that way it gave you more fleet control they were more expensive but because you had a ship it made sense
Just a quick question will you have the Jedi generals coming into battle with there clone commanders like the clone wars mod had originally? I thought that was a really cool aspect of the mod like obi wan coming in with Cody and a small team
Loving the work you guys have done so far I wish I was good at modding that way I could have given you guys a hand
Hey really like the look of the mod one request don't know if it's possible for you to do but I have always found that the colour scheme of the venators to be to dark and the red to be too red if you know what I mean
Is there any chance you could change the coulee to be more accurate to the actual ships
Again great work on the mod and can't wait to play it
Hey guys great work on the mod what a difference from the last update keep up the good work.
Just thought ad give you guys some feedback on the game I know you guys like to hear how we find your hard work.
Just to say I love the mod and the work that you guys have put into it really shows the two factions are now distinctly different to play now which I personally like.
I find that when playing as the UNSC the covenant don't attack very often and stop building ships at a certain point which can ruin the feel if the game is one sided. I have also found that when I attack the covenant starbase they can fall easily and there planets have little in the way of defence in late gameplay. I think that the balancing of the ships is much better and when I face a covenant ship in combat I am worried as to how it will turn out which I like.
When playing as the COVONANT I find that early game it can be difficult to get a steady economy which I suppose is to help so that you can't build too many ships but I think if you are keeping the orbital defence platforms buildable from the start then the covenant need something to help them in the early stages to take them out.
I have also found that the AI also just sits back until it can build the infinity then they attack all out which can be difficult to defend against as planetary defences for the covenant are in my humble opinion somewhat lacking.
I do like the new covonant Titan it's epic and I think it can fend off most of what the UNSC can send its way it can't however fend off against the infinity I think it should be able to handle infinity slightly better am not saying it should win but it should be able to last longer than 2 minutes.
Last peice of constructive criticism is that I find the maps a bit to dark I love the look of the ships and I feel that they can be hard to see and it would be nice to be able to see them I don't know if there is anything that you guys can do about that but I just thought I would say.
I love the game and I will continue to follow this mod for all time and I love how much hard work and time you guys put into the game for people to enjoy and play.
Thank you
hay just wanted to say that I love the mod have been playing it a lot the past few days. however when I was playing as the Asurans I could not research there titan as the icon for it was under the shield upgrade, I am just wondering if anyone else is having this problem
but again love the mod and I appreciate all the hard work and time that you have put into it.
Neil2891
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