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Will this mod be featuring breen ships(chel grett and the smaller raider)? and if so what roles might they have?
personally i'd be a psychotic biotic! ;)
It's either the drugs, the partying or the all-night gaming that drives me nuts :)
Best way to avoid hangover -> keep the party going!
try re-downloading it, might be a bad download
Im pretty sure i saw a post on the STA3 mod page saying you can have 2 debris models per ship
Will you be making a dlc and a non-dlc version of the mod for those of us Who aren't gonna get it?
Instead of going civilian research go military, keep ur first lab and research the volcanic and ice planet research, then get military research only. Focus on hull research and spam planet assimilators. A fleet of planet assimilators are pretty much unstoppable if you do the hull research. Use them as a mobile wall shielding ur forward planets slowly expanding. When ready click them all to go explore and replace them with cubes as you Loose the frigates. Then you got yourself an invasion force ready to strike and a lot of frigates disbanding the enemy force forcing them to dividing their army all over their planets. send in 1-3 cubes to clear out local forces and the planet is yours. it Works against a team of 3 enemies trying to bring you Down together. Any more Allied units and it wont Work, then you expand too slowly this way.
will there be made a dlc and a non-dlc version for those of us Who aint gonna get it?
you've adapted the mod to the new dlc, but will you make a non-dlc version for those of us not interested in buying it?
Have you thought about music for the live action trailer (sacrifice of the 55th)? if not, then queens "who wants to live forever" (made for the highlander movie) is a beautiful choice, and can definately suit the script.
Already tested it on the tribble server, im not gonna be a spoiler but to say the least the KDF and federation are now obsolete. The Romulan faction are the greatest, weapon-/ship-/character-/story wise.
forgot that the mod infinite space comes in 2 version, a scaled and unscaled version, but there could still be a lot of mini changes that would cause compatability problems.
infinite space mod reduces ships by 75% and dawn of the reapers by 30%, so i cant see how that could work without you changing things yourself. Theres also a lot of small stuff that differs from native sins, and this mod is also different from native sins in another way, these changes would most likely cause compatability problems and crashes.
if you end up fighting the reapers you will need cruisers, a full cap ship fleet will only be a delaying action without support :)
the council races represent one faction, it branches out into paragon and renegade factions, but like normal soase:r bothe branches within a faction (rebel/loyalists) share the same structures.
(at least thats what i've understood so far)
the mods could be outdated. steam updates ur SOASE once in a while (that is if its a steam version), and if the mod developers dont release new patches the mods might not work in the later versions of the game.
maybe it could have skills like the vasari phase lane stabilizer (cant remember if its the right name); it would allow you to call in small bands of survivors, a larger group more organized and stronger ships, and the last could represent the cap ship skill and call in an alliance/council cap ship in hiding.
Will this be having an ability similar to the TEC rebels ability to call in pirates? i mean the organic council/alliance races would have troop remnants in hiding, just waiting for a signal, like the message you receive from hackett advising independent action and all
Will the reapers have a seperate limit of cap ships or will they have the same limit as cerberus/council? just wondering since 32 reapers would be impossible to stop
I dont mind people exercising their right to vote, but instead of just down-voting constructive critizism you could at least leave a comment saying why you agree/disagree with it, might help others understand and develop new ideas, just a suggestion...
Looks great, but now im kinda sad all the arms on the back are closed, maybe the first arm could be open, the 2nd 1/3rd closed, the 3rd 2/3rd closed and the last all closed.
Else very nice :)
its been 2 months now with no news, is the mod dead or are u guys on a break?
True, but like the reapers in dark space the stations would have to power down during the 50.000 year between the cycles. There is noone around to refuel them, and also to avoid detection they might be shut down until activated by the reaper vanguard (first one to wake) when its time for the next cycle.
The reapers dont seem like the type that keeps all their eggs in one basket to me, so im sure they might have more than one hidden prothean base out there, after all there was a lot of them :)
Hmm maybe bumps and dents from micro-meteor impacts, could be done with small shadows possibly
it looks amazing, but the metal surfaces texture looks a bit too 'clean'. This is supposed to be a 50.000 year old reaper/prothean shipyard, yet it looks like it's been constructed very recently when looking at the metal surfaces. Im thinking a bit of a few rust-spots and such, but anyway its up to u guys, just an idea :)
meant as constructive criticism, take it or leave it ;)
yea they look way too large, they are like supposed to be the length of an alliance frigate but much slimmer instead of looking like an intergalactic freighter the size of an asari cruiser. Could just be the way the pic is taken though, a bit difficult to judge the distances on it.
My question wasnt ment to sound impatient, its just that i've seen this question several times before but never a definitive answer, only speculations. Its no problem with the downvote, we all make mistakes and all have different opinions ;)
Will the asari Destiny Ascension and the Ascension class cruiser have a light effect as they do in the series? the current pictures you've uploaded doesn't show and i'd like to know if that's the finished models or if we can expect them with the lighting as they have in the series?
I got no problem with peops down-voting my comments or ideas, but at least u could leave an explanation if u dislike my idea/explanation to something
The weapons distance could be fixed by down-scaling ships (will cause some mess-up in other particle effects that would need the same scaling), and the ships could be set to move like fighters or corvettes with each class having a set speed. The down-scaled units would also make it looking more realistic thinking about the ship-sizes compared to the planet sizes.
Well.. i grew impatient so made an account (im the first guest comment), so to any other non-members just make an account, it'll give u access to the Moddb download server and will bypass that problem :)