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Ok. I further test out the ship. It seem autoattack is working but the ship and the hangar only target enemy structures. I misread that the hangar only can be targeted the structures. But the ship is not anti structure role. It wont target the enemy ship. It only target structure. There is nothing in description say the ship is anti-structure beside the hangar. Is that intended or not?
Hello Zombie. I would like to report a bug. I play as Colonist Loyalist. I build few Atlas Battlestar ship. When the enemy invade my controlled planet where the Atlas Battlestar stationed. I found out that ship refuse to auto attack despite the autoattack icon is on autocasted and have KEW/Missile weapon. even more. The hangar that battlestar carry (the heavy bomb squad) also refuse to attack enemy. It is like as if the ship and hangar is auto passive despite when i try to order it to attack or use autoattack without success.
Hey Zombie. Let you know that Militia Plague file is broken. It cause minidump either when you active it from ingame or in Enabledmod.txt. All other militia file is working fine.
I know that, Unikraken :) I am looking foward to that when it is complete.
i cant wait to play Forerunner faction :D
Any plan to buff up Advert, TEC and Vasari faction? They are pretty weak compare to Empire/Rebel.
Any plan to buff up the Advert, TEC and Vasari to Empire/Rebel level? They are pretty weak compared to Empire and rebel.
Like Unikraken say. It is better to focus on one race at time and polish it then release it. Then you can work on next race. No need to rush through it. :) Also what unikraken say. Start with Tauri first. Next one is Goa'uld then maybe Ancient? Up to you.
Umm...If you use Steam for Rebellion. it auto update to 1.80...Did you know that?
Love this mod. I will wait for Rebellion version. Hope all of you are processing well with this mod. :)
totally look forward once it released :D Unfortunately i cant play the current version that already released. :(
Yeah. Good idea But...it add more poly to model. SOTSE have limit how much poly you can add to one model.
Oh...good lord....Amazing....I cant wait for this to come out :D
I knew it wont be release anytime soon. We have to be patient.
Just checking. Will Goauld and Asgard have full custom ships? For current DIP version 1.34. both of that race have few custom ships and use vanilla Sins ship for rest of it. Also will we see full custom space building and tactical building?
Hmm...Download link is broken :/
Just checking. SoTP dev modder dont accept any more beta tester, right?
Sins dont support that. Sins cant change the appear of ship as it level up. Only for ability. that all.
Shush. No need to yell. The DoTR modder team is try to finish by mid-july. But they cant promise it will be finish by that time. So the mod might release by August or September. Btw, Lord_set aka leader of this mod have personal stuff come up. So expect some delay.
Look great..But one thing is bother me. Should the hull of structure be more whiter?...Since Cerberus is white hull.
hahhaha. that is good one
Yes he is. This mod are for DIP/Rebellion. So of course, Lord set will do the titan shipyard. One problem is there is no true canon in Mass Effect lore about titan shipyard so Lord have to use his creativity to make some or use vanilla Rebellion titan yard as base design. *shrug* But it up to Lord.
Haha. yeah. That race is sound similar to Flood in Halo game.
I dont think that is possible. It might need particle thingy program....I think.
I am bit confuse with C.A.R.E package. Is that weapon replace super weapon such as Novaith Cannon in vanilla Sins?
Hmm..Only miss is military station and mining station (the one that use small transport ship to collect raw resource from nearby metal and crystal asteroid). That it. You still working on tactical structure such as Gauss cannon platform, hanger, novaith cannon, etc etc etc?
The ship look fine to me.
It is perfect.
Ok. Cant wait to play the mod.
Woot. Awesome! How many ships need skinned to go?