This member has provided no bio about themself...
Oh! :P right than..... er please read this manual carefully and always abide but it's content. )
How come this piece of valuble Federation intel is handed to everyone :\
(Intelligence is not amused)
This is cool :D. I wonder however, can you add a crew quantity for each ship at somepoint in the future? It greatly enhances immersion to look at this tiny Nova's and imagine how many people does it take to keep it running. You might consider it nonrelevant of cource but still never hurts to ask.
Thank you for all this.
Thumbs up! )
This is gonna be sooo sweet :DDD
Those Imperials sure love things simple and efficient. Great job devs, only i think Military could be changed to Navy (strictly imho).
Agreed, never doubted the development stopped in the first place. After making something like Thrawn's revenge you'd just dropped everything and left without warning? Give me a break.
I remember something similar about Star Trek Armada III during the early stages of it's develoment, those people were ignored pretty much the same.
Great! We'll keep our warp drives all warmed up here! :D
Now that is Star Wars. The only mod to Rival this speaking of the visuals is the upcoming SW Ascendancy for SoSE. Splendid work here, thank you for doing it.
Are the blue bolts ion-cannons? Or some factions may actually have such? I was thinking single colour bolts for all weapns would look more movie like.
This would involve editing every ship's weapon XML to use your projectiles instead of old ones, am i right?
Hello, sorry for bothering again but i'd like to ask if there's any simple way to change projectiles in your mod for these free released ones?
If it is possible how complex is the process and what exactly must i do? Thank you very muchfor the help.
Hello there. I would like to ask is it possible to apply this great looking flashy projectiles to other mods, like for example Republic at War. How complex is the process of doing so? Thank you very much.
Thanks a lot!
Hey there, great mod you have, really enjoy playing it. Only two problems i have.
1) How do i change Ground combat camera height to it's default value? The current one is way too high.
2)I'am experiencing really heavy lag on the galactic map while playing G conquest. I assume it';s becuase AI constantly moving his fleets here-there. Is there a workaround to fix it?
Thank you for the help.
Ah well, Thank you anyway )
Hello there, it's very nice to see such a nice updates for this project. But i have one question about ground combat. If i understood correctly it will be left as it is, but is there a possibility to fully disable it from the game leaving only autoresolve option. Truth be told it is quite hideous and poorly designed and i would like to remove it from the game completely.
Can you do this Geronimo, or can i do this myself somehow and in that case what should i edit or change in the game files? Thank you for your help and for this modification.
Space marines tempest is acting wierd for a speeder. It's flying way to high in comparison with the common speeder and once destroyed it's wreckage is hanging above ground.
Thank you, i supected as much. Just wanted to know for sure if it's not hardcoded.
Hello there, first this is one hll of the enhancement of the original game. One of the best i've seen alongside ORW which i enjoyed playing very much.
Second more fighter squadrons spawning were mentioned earlier, and i would like to know if there is any way i could reduce all squadrons to their original quantities. Thing is more fighters eat FPS pretty good, and i'd rather sacrifice epic fighter battles for performance boost.
Can this be done by editing some XML's? Same goes for the old republic mod, i dont want to duplicate this question so i'll just ask here. How do i reduce fighter hordes in ORW?
Keep up the good work with your mods and thank you very much.
Greetings, i was thinking about fighters and their role. As do we all remeber rebellion/republic fighter squadron were a threat to be reckoned with even without mother-ships due to shields, hyper-drives etc. Although SoSE fighters are capable only of support role without any opportunities of waging war on their own. I know would like to ask if the SoSe game engine is even capable of such drastic changes in fighter mechanic, and what does the dev.team thinks about fighter role in their mod?
Thank you in advance.
Just track the release countdown on the forums Freeworldstidesofwar.com
How can i restore old tiberium crystal models, if possible at all? New are good by i like old better, thanks.
I see, a pity. Some tracks might suit this game.
Sorry if this has been discussed already, but are you going to enhance sonudtrack in the future using music from the films like first contact or insurrection. Some music there would be awesome for battle themes for example.
This one in particular.
Hell yeah :DDD
This mod is one of the best mods for the TW i;ve played so far, i would like to thank it;s creator for it, although i've got a minor queri. Can you please tell me if i might somehow change NOD militant icon back to one used by Kane's wrath, i like it much better than the new one. If there is any way to do it can you please tell me how. Thank you in advance.
Finally farewell to old hideous projectiles, looks great.
Just wondering is it normal for borg to play similar on both normal and impossible? I've just played both and didnt notice any real diffirence. I also think their fleet size is way to big on normal, it should be "normal", not "survival horror" difficulty.
Have just won the game in about 15 minutes, becuase i played against the Borg, set a price on their heads and......... pirates steamrolled'em borg from the face of the galaxy during the first raid. The Borg should not only balanced from being too OP in the late game, but also from being UP in the early game.
Aside from that tested all faction and it is so much damn fun )