So, will the DSS-02 limit orbital strikes on the entire map, or only in an area around itself?
So, will the DSS-02 limit orbital strikes on the entire map, or only in an area around itself?
Some issues I've noticed: The Dominion space station doesn't have a Communications Array hardpoint, this leads to enemy units and stations not showing up on the minimap.
I've also noticed that jumping in the Son'A Battleship that you can buy from Hutt Asteroid Bases causes the framerate to go down massively. I had it drop from about 60 to 4 each time spawned that ship.
I see, that actually makes a lot of sense.
I'm not sure if the Valanx changes are that warranted, giving them the TOW by default and removing the fire ports seems odd. Gonna have to test to see how it plays out.
Swedish, assuming enough people want it.
Are you only looking for translations on the languages already in the document?
If it's a predecessor to the AAC, will it still be unlocked once you reach New Republic tech?
Seems kind of redundant to unlock both at the same time.
"Recommended for the Gordon in all of us."
Personally, I think it'd be more clever if it read "free man" instead of "Gordon".
Turns out all NOD decisions are made through change.org.
I have to say, the quality of these models is really astounding for an RTS as old as Empire at War.
So, the Empire of the Hand will have a total of six different defense platforms in space? I have to say, kudos to you if you manage to implement it without bloating.
It seems almost like the tech trees are designed around the faction playstyles. The Soviet tech tree, for example, seems a lot more simple and straightforward than the Allied and Epsilon ones.
Suddenly, I get this weird feeling that people might start using Machine Gun Boris...
New models look great, although the weapons for the ninjas seem a bit sloppily thrown together.
It may not be subtle, but it sure as hell is an entertaining April Fool's.
Have you tried running it as administrator and in Windows 7 compatibility mode? That worked for my The First Decade version.
Did you get custom voicework for the boss general? It sounds really good.
Congratulations on the new team member, I'm excited to see what he can bring to the table.
And the USA Boss general seems like a real challenge, good job with that.
Whenever I attempt to launch it with SWRnet enabled, I receive an error message saying "Cannot read C:\Users\(Username)\Documents\Command and Conquer Generals Zero Hour Data\network.ini please make sure this file exists and you have the proper permissions"
I looked in my data folder and there is no network.ini file in there. How do I retrieve this file? Would I have to reinstall ShockWave?
Interesting sound design, to say the least.
Will the Ion Reactor replace the regular Cold Fusion reactor for SW, or is it a separate building?
Let me guess, you played as Demolition. There's an incorrect line in the Demo general's challenge playlist that causes the Laser challenge to loop indefinitely. You'll have to open the file and fix it manually.
I don't have any modding experience, but know a thing or two about modeling and rigging for the Source Engine. Primarily the Source Filmmaker, but also a bit for Garry's Mod.
I use Blender though, not sure how that would affect my ability to help.
Oh, and I'm in the minority that enjoys making collision models. I could probably do something about the "bubble" of the Harrow Star Destroyer.
So the Forgotten will have ghetto transports? I approve.
"What if we were to take the most powerful unit in the game, and put guns on it?"
I tried a no-cd cracked .exe because Daemon Tools Lite was acting up and that completely broke Contra. I usually use a mounted image of my TFD cd to avoid wearing it out more than I absolutely have to.
My guess is that the Contra Launcher for some reason doesn't see the cracked executable as a Zero Hour .exe, thus it won't launch. I can't be sure, but it's what I noticed, it broke all my other launcher-based mods as well.
You sure must've added a lot of sequoia trees to Freezing Rain since you had to mention it twice. ( ͡° ͜ʖ ͡°)
Just kidding, these changes seem really good and I look forward to trying them out.
After playing a bit, I have some feedback.
If you build both of the Orbital Construction Docks, at least as the Rebels, you'll end up with too many units on the unit bar. This makes it so that I can't build everything because some of the units are outside of the UI.
Maybe you could add so the player can demolish Constructions Docks for something like 1 credit, or move the units they give to the lower row.
Question: will this work with my old Galactic Conquest saves? I know of a few mods where that hasn't been the case.
So, no more Terminator for Ironhand? Or is it a replacement for that drop-pod super unit you can get at rank 5?
NaniteKobold
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