Was there any update to the AI in this release? I'm suddenly getting my butt kicked when I used to at least do a decent job against the computer.
Was there any update to the AI in this release? I'm suddenly getting my butt kicked when I used to at least do a decent job against the computer.
Maybe I've been playing UA too long, my brain just goes 'only 4 turrets? You're kidding!' :) Thanks for the quick reply, and keep up the great work.
Is there a relatively easy way for me to make a change to the mod? I like what you've done, but your burning hatred for even the rudiments of defensive play is rather apparent. ;)
Anyway, what would I have to do to kick that number of turrets up by a factor of 10 or so?
Loving the new release, but I have 1 minor issue. Just tried the Klingons, and was wondering why all their weapon fire and torps are a muted white color. Usually we have much more vibrant green disruptors and red torps. the current colors are just kind of ...bleh. Doesn't make it less fun, it just seems like it could pop a little more ;)
Edit: Ok, looks like there are red torps, guess it's by ship, but the disruptors are still quite muted colors.
In the match settings, is x1 or x0 the default? I'm assuming x0, since build speed is x0, x0.5 then x1.25 without a x1 at all.
Never mind, found the patch that fixes the problem. :)
Nope, in fact I literally just downloaded this one, erased the old submods and put the 1.86.1 submods in to be sure I was up to date. Started a new game, built a base and only have 8 upgrade points. Let me make sure there aren't any spelling errors in the enabledmods file or anything.
edit2: N/M, I'm an idiot... wrong mod order. Problem solved.
Max starbase upgrades isn't working for the New Republic, I still only have 8 points to spend.
Couple of things I ran into fairly early. I started on Sluis Van and was surprised to see no sort of ship building modifiers, you'd think the Sluis Van Shipyards would be worth something. Also, 2 planets right near me... Xagobah a swamp planet, and Dagobah a rainforest planet. At the very least, I think their names are backwards. Using the Galaxy Far Far Away map. Love the Sacheen Frigate model, as always you guys do awesome work!
Whooo! Can't wait, thanks guys!
Ah, such a tease! Saw the title and picture on the page and was all "WOO! Romulans!" then read the text and..."Crud, not yet." ;) Keep up the great work!
Loving the mod, playing the heck out of it, but I have noticed a problem with the AI that kind of destroys your "No death ball" concept... mainly, the AI makes huge death balls of ships and throws them at you. And because of that, the only way to fight the AI is making your own death balls. The value of individual ships just isn't there, because any single ship will just vanish in seconds. I have no idea how you'd fix this, but I'd like to see one or two ships fighting for a planet, which would be more in line with your stated goals.
Playing the Hutts, the starbase research trees aren't connected - I research Starbase Constructors, but all of the other starbase research still says I need to research Starbase Constructors first, so can't research Enduring Devotion or Evangelization Nodes
Just had a little problem with numbers of ships... I was trying to keep numbers down as the mod likes, was running around with 2 groups of 3 ships exploring and such. Then the Federation invaded with 12 ships... needless to say that as the 2 groups arrived separately, they got shredded. May need to tweak the AI use of numbers of ships or we'll be forced into the same old deathball strategy that the mod is specifically trying to move away from.
I apologize in advance for the question you are probably spammed with, but any ideas when the New Republic will be in? Going through your images it looks like you've already got most if not all of the models and you kicked out the minor factions pretty quickly, so hoping the NR is close.
Aaaaugggggggh! The waiting, it burns! ;)
I'm having a little weirdness on Uprising.. all the animations, ship movement and firing, etc. are all fine. But anytime a ship is destroyed, the wreckage goes into stutter mode - partial turn, pause, partial turn, pause, etc. Meanwhile, the live ships are sailing right past it looking as good as ever. Nothing gamebreaking by any means, just thought it a little strange. Thanks for keeping up work on this mod even though Ages is the primary focus right now.
Huh, this one surprised me, I would have thought the BoP would be awfully small for a Titan. Wouldn't it be around cruiser level?
Reminded of a question I've had for a while now: If, per the description, the Keldon is a new take on the Galor, why do we get it 2 research labs sooner then the Galor?
Minor error, Federation tech tree, the Norway requires the Steamrunner tech, but the arrow pointing from Steamrunner to Norway is missing
*crosses fingers* By any chance will we see the FASA ships in the Federation lineup? I've always been a fan of the Andor cruiser.
Even if not, I am really thrilled to see you guys at work on another project. Glad I decided to pop in tonight to a nice surprise. :)
Couple little bugs I've noticed:
There's still a loading screen that tells you to have LAA enabled.
Captured a Capital ship factory, but the capital ship build button stays grey and says you need a capital ship factory. This was from an NPC empire faction, not one of the 'player' factions, I was New Republic.
I keep finding fighter squads at planets I won that have no host and thus decay down and vanish.
Don't know if I just never noticed before, but when did the Romulans get the "Turn my entire fleet into high speed pinwheels" ability? The fight went from even to no chance with a single ability, might be a little bit overpowered.
Noticed a strange thing after playing a couple games.. Sometimes I have, say 6 frigates against 2, I win the fight with one frigate destroyed, and then all of my frigates (undamaged) suddenly explode. Any idea what's causing this?
I bet I could lose time in this game really, really well :) Hope I get the chance.
Heya, question on terraforming. I colonized a K Class Planet - Terraforms. Read the txt file on terraforming you included, and perhaps I got it wrong, but I tried to scuttle the planet. All it seems to have done is remove my colony and make the planet neutral again. Not sure what the Strip to the Core mechanic is, is it a ship ability I use on the planet or something?
Whoops, just saw terraforming in the tech tree, looks like I got ahead of myself. :)
Yep, that's why I said I would never expect to see STA3 totally modular, was just using the SotF example to illustrate what I meant by adding a race separately after the main release.
Yep, all the Syndicate ships already in game as pirates and militia was why I was saying you had a decent number in game already :) I imagine balancing and building them a tech tree, however, would be more than a bit on an undertaking.
I'm guessing the quality of your models is what makes it hard to add another player faction without killing Sins, because while I can play SotF with 9 races, there are a number of models which are a bit rough. Still far better than I could do, but the models you guys made are pretty insane. :)
Well, let me put one very tiny request in then... I forgot which mod it was (I swap between 5 or 6 depending on my mood), but in one of the mods I play, scout ships come out of the factory with explore active, I find that handy because all you need to do then is build them and off they go on their own. Any chance we could see that happen? It's minor, but I like it. :)
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