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It has too much dakka. Make the ion accelerator an upgrade for the heavy burst cannon, put the nova shield on it, get rid of the plasma rifles under the burst cannon, and have it start with smart missile systems with upgrades to plasma rifles or fusion blasters. If you can get it down to codex equipment, the chances of other mods wanting to use it, such as Firestorm over Kaurava, go up immensely.
Considering there's no official support for TM through FAF, what would I have to do? The Wiki is being less than helpful.
Is compatibility with Forged Alliance Forever planned at some point?
I'd rather have a quick update just for 1.5 compatibility so those of us who were updated to 1.5 can play SGI while you're still working on the tech trees.
Not for me. For me they appear so tiny I have no idea what's happening in them.
Don't be sad. I'd love to deploy a lance of BattleMechs to take on the zombie menace. Its just that a lance of four 'Mechs is a bad formation to deploy Timber Wolves in. They really belong in stars of five 'Mechs each.
"Lance of Madcats"
You guys really don't know BattleTech very well, do you? :P
You need to make a PlayerRace.entity file for the DMO. Copy PlayerTech.entity and rename the copy to PlayerDMO.entity and use that as your new DMO race file. Make sure isSelectable is set to TRUE.
Thank you. I'm extremely fond of all your other music choices and just wish I could hear them more often instead of yet another Stargate track.
I think its the robes.
In before "dat aft".
For your next release, can you please cut down on the number and play frequency of Stargate music tracks? Sadly they just don't fit a mod that isn't about Stargate.
I think his issue is that he extracted it so he has the actual mod folder inside another folder so the game can't find any mod data.
That book on his back looks rather Inquisitorial for an Astartes who isn't a Grey Knight.
Sure, but unlike Orks they're hard to convince to do what you want them to do. Bounty and pirate missions wouldn't work well for Dark Elder. On the other hand, just give Orks some flash gubbinz and dey'll be happy ta krump 'o you sayz ta krump.
Increased heat generation makes sense (remember this mod actually takes heat generated from weapons fire into account), not swapping hardware to suddenly start firing higher-energy laser pulses.
Don't forget the Salarians use near-ultraviolet GARDIAN lasers with 6x the range of the infrared lasers everyone else uses.
Also, go for it.
I can help out a bit, too, after I finish coding that Flak Batteries ability SotP wants.
You know, you have forums now to start putting up posts about these sorts of things. ;)
There was that BFG mod for Entrenchment that managed to get a mostly-complete Imperial Navy done. They've all disappeared though.
Best of luck getting this off the ground. I hope you can find proper models for your planned ship list, which is always the toughest part of a mod.
I hope so since I love the gameplay additions of Project Nevada like bullet time, sprint, and mobile reticle. I don't know about the PN modules but with this setting I won't need PN's Cybernetics module to get augs. I definitely asked for this. :P
The same. Soase-maelstrom is shooting for a full lineup of capital ships, so probably.
That sounds unwieldy and prone to failure.
A Pitbull is a two-person jeep with minimal armor plating. A Mammoth has a crew of two gunners minimum (one for missiles, one for main cannons), a driver, and a commander (most likely set up), backed by massive amounts of armor plating and the engine to carry all that weight. If you can't fit the two gunners, commander, armor, weapons, and autoloaders for the weapon systems into the turret, you need to make it bigger.
It is very easy to make a new race in Sins. All you need to do is give them their own Player<Race>.entity file and they're their own race. Just copy/paste the TEC one you're using, re-name it to PlayerDMO.entity and you've got your own separate race.
From all the bugs I'm getting on start up, it looks like you didn't even try to run your mod with Rebellion's developer .exe file. I'm not going to bother posting any more bug reports until you do so.
I ran your mod through Rebellion's developer .exe file and it looks like your StarBasePirate.entity file is broken, leading to crashes on mod load.
Yes, definitely. Sins of a Galactic Empire shrunk everything down to fit their supercapitals (Titans) in properly and it works out very well, especially since there's far less crowding when ships attempt to phase jump.