This member has provided no bio about themself...
The tombs out in the middle nowhere, definitely. The tombs in/next to towns, no.
That's what we call the "thrill of discovery." It makes things more interesting.
Awesome. Question though; are you going to roll in some crafting features or are you going to leave that to other mods?
Very cool but when its deployed it should elongate or unfold in some way, not shrink because that makes no sense (an awesome feature would be it opens up and you can watch the unit inside being built but that might be way too much work or just flat out impossible.)
Don't underestimate some peoples computers being cheaper then your effects.
Looks awesome but it also seems like this will straight-up murder a low-end PC, will there be an option to turn this off?
This may have been asked before but can you do something about the sidebar? Compared to modern interfaces, its incredibly inconvenient to use. Actually, even without the comparison its still inconvenient. Perhaps you can do something the Nintendo64 sidebar for Tiberian Dawn; where everything was arrayed horizontally with structures at the top, infantry on the row below, and vehicles below the infantry with the powers at the very bottom. That way you don't have the dig through (much) to build the units you want.
Nice model and good texturing but practical wise it does seem a tad bit on the excessively large side. That thing can't possible be very mobile, its cornering would have to be incredibly wide.
Just to point this out: Mutants are (or at least once were) human so wouldn't eating mutant flesh be cannibalism?
Other then that, very nice addition.
Kane would not belong to any faction, all factions would belong to him. Hail, Emperor Kane!
Hmm, not sure if this has been asked yet but are Bethesda's own Morrowind plug-in's fully compatible?
Just want to make to point to everyone that wants to play BFME online, use Tunngle not Game Ranger. The Game Ranger BFME players are massive douches.
Screw Fartgoth, make Umbra stronger. I could just engage him, run away, and wear him down until I killed him. You should not be able to kill Umbra at level 1. Also, I usually plowed over the guy that has the Lord's Mail very early on (which should not be.)
A better idea: Change the script so when you receive Indoril Armor after solving the Vivec City murders you don't get attacked for wearing it.
Which one, the staffs or the enchantment uses?
How and where can I play this online?
Whether a crack for BFME is legal or not is up to Electronic Arts to decide. Personally, I don't think they're going to care about a game they don't even sell anymore.
Awesome addition but I think there's a further step you could add to this: Perhaps when rummaging around in buildings and bunkers you could come across devices that require you to whip your UPD and sacrifice some battery life to it (Open a door or acquire the location of some new and interesting object of some kind)
Obviously this is something that won't be in 2.0 but maybe you guys could kick the idea around for future update?
And to the idiots that don't like the new battery component, keep your **** to yourselves and stop spreading your moron virus.
Is it possible for you to make staffs work like they do in Skyrim (turn them into projectile weapons)? Also, are you able to tweak enchantments so that, for example, someone that has a high Destruction level gets more uses out of a weapon with a Destruction enchantments? (you know, also like Skyrim)
I must admit, I'm very disappointed that the MERP team launched straight into Skyrim without finishing the Oblivion version first(which seems to have up and died.) A move like that does not give me hope for ever seeing this mod released.
Despite having no experience with Tiberium Wars, those models look like a decent start.
looks like cool beans
Awesome-sauce on the release but if Bethesda Softworks banned the MorrOblivion mod, chances are good that they will do the same with Skywind. I say keep doing your own thing, you seem to be good at it.
That seems...problematic. Any chance of compatibility patches being made for things like SMRTER and AtmosFear?
Perhaps you could code a new beam ability based on the vanilla one? I don't think much would need to be different, just the targeting.
Personally I feel the sci-fi element is undeniable but it is your mod to do with as you will. Still great stuff going on here.
Simple, unassuming, yet incredibly fearsome.
How's this for an idea; Anomaly Ammo and Weapons. Since the Rail-Gun in-game uses Spark as its power source, how about something like being able to use Gravity Artifacts to make homing bullets or using a Fire Artifact to make a knife that burns when it hits?
Plus things like the Compass and Heart Of The Oasis could be used to make whole new, top-level armors. Given that something like this would have to wait for something like v3 or v2.5, it would be quite the addition.
One option would be to start all skills at level 1 and let Skyrim's own leveling system handle the balance. Another could be rewriting the leveling formula to properly average the skill values.