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Very bad idea. The only defense of this mod is that no commercial companies are involved.
So probably the best way for Bethesda to support MMERP is to ignore it with extreme prejudice.
I encountered a few smaller bugs.
1. As wrote in another thread, the ai a bit broken. They spent only small fractions of their ressources when they could at least build endless streams of frigates and refuse to built yards at all. This did work in the last version.
2. The hit effects tend to occur a slight distance away from the hull. This affects ships as well as stations.
3. In my last game a Halo Music Player v2.1 popped up. Don't know how i did that or how you close it again.
4. The frigate flight maneauvers are sometimes a bit off. I just had a Thanatos flying quite a distance away after an attack run so he could only fire again when he already made half of the distance back.
5. The sun reflections are a bit weird, since they only appear in a very tiny angle.
So it actually was stopped? Awesome that you're continuing the mod. But what's about that take down notice from whoever the BSG License has? They send it to moddb some time ago to promote their own ****** bsg-games.
Like the hardest ai. A handful of Orthrus was the worst the comp ever threw against me. Last game (3 players on a six player map) the ais harvested 170000 REs, but only spend around 13000. Seemingly they just build miners, a few fighters, corvettes and frigates but they never construct new Yards.
Idk, looks a bit like they can't really grasp the point of having no mobile refinieries and just try to fill the mining routes with more miners.
Actually, I doubted your ideas for the economy myself. But it works very well, congrats on that front.
Although I think you should make the nav buoy earlier avaible. Somewhat defeats it's point if you need to get the Narwhal before. And please add the boost range to the description, how else should we know how many we need?
And btw, the new textures are looking awsome!
I think you misunderstood something.
Pouks point is, that the Cruiser doesn't look Hiigaran at all^^
He is quite a bit more conservative when it comes to Faction Design and Gameplay, while the complex mod desn't really bother with such ristrictions. Personaly, I think both approaches are interesting.
I'm somewhat disappointed. Complex 7 was a ton of fun, but the new version...
First, the power system. It's just broken. And this feature also finally steps over a line - it's complexity for complexities sake. The chanes or gains for gameplay are so small it doesn't justify in any way for it's effort or cost ingame. Higarans are only weaker than before. And even more imortant, less fun.
Second, the Crew and especially Officer limit. Seriously, what's the gain in having like 20 Capitals and just being able to field like 6 at once in a multiple hour long game? Extremly disappointing when you're finally at Admiral rank and nothing happens.
And finally, the AI. I didn't test this to much, but it seems just to be broken. Whatever you did, this is multiple steps down since C7. This takes much of the fun out of battles against the ais and the mod in totality.
And a less important thing btw, the new civilian Hig-Station is utterly useless. It's like spending 24k+ ressources for a few boosts and a money generating mechanism which will probably never bring as much re back as you've invested in it.
Don't get this wrong. I actually like this mod. But that's just more reason to point at it's obvious faults, since C7 already showed how much potential the complex mod has.
Well, most of the difficulty comes from the lack of good tutorials or readmes. Add a short explanation of game mechanics and the mod becomes far easier. Easier is relative, though.
Very nice! You really get the feeling from this one how ridiculously large even the small frigates of W40K are.
But can you get this many weapons to work in nexus? Ive never seen more than 6 or 8 dual guns and this ship has like 20 guns on every side, even without the lances?
Experimental naval defense plattforms?
Supreme Commander somehow lacks effective naval defenses, since the only effective way to defend your coasts are ships or air units.
1) list comes
2) press space
- dead except for your knees
- alive but with no knees
- alive but with only knees
- are you seriously pausing the video to read this entire list?
Brillant. Just brillant.
nice, pm'ed you
Totally second that^^
I'd like to help for sure. Only thing, i probably won't be very helpful at online testing since i usually play offline. Might be worth a try, though.
This is going to be awesome.
Are you going to model all your ships or use some from sources like bc?
@heretic: here is a nice list of excelsior variants
Very nice. Is the ai able to build stations?
And this is just a practice... at first i thought you took it directly from homeworld^^
Only thing is that it's, at least for me, a bit hard to see the dimensions on the first look (which might be important in shorter cut-scenes). I thought it was about a small one man fighter until i saw the lights.
That's a really nice design, textures also look good. I just think the upper part of the engine looks a bit bland and the front is a bit to stumb for a fighter. If you make the front a bit "rounder" and sharper, it might support the streamlined look you get from the wings.
Personally, I think you should avoid beacons for warp ins. They are usually far to small and you easily loose track of your production thanks to HW2s outdated interface.
Small yards which can bild more compact shipclasses are still a good idea. For the bigger ones, i have a suggestion:
Instead of giant yards, just place specialized factories for components needed by battleship and let them warp in beneath these structures.
So you have neat, shiny and moderatly sized space stations and still a comprehensible explanation why you can't just warp in bigger ships from the beginning, something even HW2 lacks.
Otherwise, you could use yards like the gantry in the halo homefront mod. Yards dont have to enclose Ships on every side.
Actually, as long as you add something new (even lyrics suffices) to the music it shouldn't be blocked. Problem is just that for the gema, there is a reversal of the burden of proof, so many videos are being (usually wrongly) blocked until proven otherwise. Pretty dumb if you ask me and most people here really don't like the gema for those reasons.
fun fact: the gema was established by nazis.
I had the same problem with the Star Trek Continuum Mod. Restarting the game/pc was enough to solve it, though.
The blue effects look good.
Have you thought about using different engine effects for different races? The red effect might be really fitting for the Sansha.
Now that's definitely weird. Did you install the v09 in the wrong folder or could it be a problem with your antivirus/firewall? I also tried the .805 before and i never had problems in that regard.
Aside from that, just delete everything from the yaodumod and try installing it again. Can't really think of any other solution.
Now i'm completely confused. Is that file your previous 7000 line long translation or the fix for v.9? If it's the latter case, the last v9 fairy_queen uploaded is already working.
If you have downloaded the official moddb-version your command line has to contain this:
The one with the -locale Addon was just something for unofficial fixes some users posted.
Yep, this is exactly what the fix is for.
Well, there was still the news where she asked for remaining chinese characters. When that's finished, i'm afraid there isn't much i can do. Of course, i can open bigs and use the editor, but i know next to nothing about modding itself.
Still, i'm willing to help, just ask if i can do something. I've got vacation anyway from today on^^
By the way, the Vaygr got a light cruiser. Just built a few of them yesterday. I don't know if that's things folder got a different name, though.
Nice, this one finally works. By the way, do you still need help with missing or incomplete english ship-names? I could make a list.
Srry, i meant the one from romanext.
- ignore this post -
just a bug from the forum software
Weird, Version 0.9.11 also crashes at loading universe. Atm i use the fix PerplexedUK uploaded. That one works flawless.
No problem, just thanks that you bring this awsome mod to us.
On another note, is it normal for the mod that you cant use profiles (and saves)? And is it normal that we don't have a cpuresource.lua, cpubuild.lua or cpuresearch.lua? Makes skirmish against the ai a bit of a problem.