This member has provided no bio about themself...
Lookin' good. Nice and curvy.
Reminds me of a re-occurring idea for a skill similar to the scout's exploration ability, but instead for frigates or small cruisers, and instead of unexplored planets, the ability would make the ship travel to a random player-owned starbase, trade port, or refinery, giving it the appearance of a shipping lane escort. Not very practical in-game, but a neat cinematic feature.
An odd thing keeps happening. About every 15 seconds, the game stops responding for about 5-8 seconds, then picks up again. Seems to get worse the more units there are in the game. I play in Dev mode because I like to have LOTS of ships (and I cheat profusely), but at this point in my particular game, I haven't even used up the non-cheater ship slots yet, and neither has my AI counterpart. I'll try re-downloading just to be thorough, but I'd like to hear anybody's thoughts, or if this is a common/expected occurence.
I otherwise dig the game. I REALLY like how the Cerberus carrier titan can have little frigates flying around as bomber squadrons. Makes for a much more interesting fight to watch.
Did I screw something up, or are some of the skins of the ships just supposed to be solid green? Sovereigns being one, but there are several.
Quick thought, the devs might consider uploading the files themselves instead of an installer. I haven't had this kind of issue with mods that I've installed myself.
I'm having the same issue now. It worked fine the first time I downloaded it, but it automatically enabled the mod and crashed the game every time I tried to disable it (I have other mods, I'm a man with needs). Removed it from the mods folder entirely to disable it, then tried re-enabling it and it crashed the game every time I tried enabling it. Now I can't even get the installer to run. Would like some insight.
My wait is over...great work guys! Can't wait to spend the next several days of my life on this.
I would love to hear how to disable it, too. I love just about every aspect of the beta except the flood pirates (can be turned off...not a big deal) and the Infection skill. There's just no effective way to defend against them save for several dozen fighter/bomber squadrons, and I can't exactly leave a couple Athens at each planet (although I wish I could...)
I loved the game until the flood got involved. I like to play a bit slower than most folks and just turtle and slowly expand against AI's...call me crazy, but it's what I do, and the flood just ruins it for me. Other than that, I can't get enough. Just wish I knew enough about modding to go in and remove the research skill that randomly sends a big flood swarm to random planets.
Though there doesn't have to be fire to be a glow. The round is still going to be hotter than hell from the friction when it comes rampaging out of the end of the barrel, just like how there's sparks coming off a piece of metal when you grind or sand it. That and it sure does look purdy, don't it?
Also, what may be the easiest fix of them all, the "s" on the pod miners is backwards. Literally. Just backwards. Everything else is phenomenal, aesthetics-wise. I dig the heavy frigate swag, yo.
I agree wholeheartedly. There isn't any fire with a MAC shot. There's a helluva lot of heat, but no fire, since there's no powder. The books all describe them as bolts of rather straight lightning, which this picture pulls off pretty well.
It's the thing above the two Longswords and slightly right of the small Covenant ship. Everything else that's UNSC looks familiar.
As with the above comments, smooth it, curve it, add purple. The first impression I get from it is either it's a really big gun that just moves around in space or it's a service ad repair ship. Leaning more towards the giant gun. What I personally would do is open up the middle section just a smidge and make the rear section around a cylinder that would be the barrel of said gun, with the forward section of the ship sitting above the beam/bullet/plasma bolt when it's fired. To look right and not make it look fat, it'd have to be a narrow, beam-like projectile so you could keep the cylinder it's coming out of small. Following the sniper ship idea. Maybe a starbase and planet sniper with lighter anti-ship weaponry to keep it powerful as well as vulnerable.
Those triangles may indeed be heatsink ejection systems, but instead of the engines, they may be for the magnetic coils used in the main gun. That would be the only other purpose I could think of other than (unlikely) empty and typically unused shiva tubes. Or they may just be the in-game artist's way of spicing the ship up to make it look more realistic and they really don't have a purpose.
I personally think this model fits the battleship role perfectly. To me, it just looks like a giant gun that flies in space.
Problem solved. If you installed the game via steam, you need to follow the directions on the previous page, but you need to use the original corruption folder. Then, try to play the corruption expansion via steam client and it will work.
As far as I can tell, I followed the instructions to the letter. But the problem is...when I double click the shortcut I made on the desktop, it starts EaW normal. No expansion, no mod, no nothin'. Just the normal game. Does this possibly have anything to do with Steam since that's how I downloaded the game?
Phoenix-Class ships were designed as colony ships that were often refitted for combat purposes. The refitted ships were basically troop carriers and supply ships.
Not so much an assault rifle that can fire 3 rounds before reloading, more of a battle rifle that fires a 3 shot burst at once. But yes, they used shredder-type rounds the caved in on impact (Physics 101, a bullet that hit the target and "caved in" will transfer more force and do more damage than a bullet that went straight through)
For the pic, color is good, but maybe make the round thinner with a longer streak like in the pic beecho posted. The books describe the mac rounds as "streaks of white-hot lightning"
Since I'm a stickler for correct info, the humans were outnumbered at reach. 300-odd covie ships, and about 100 human ships, 20 single SMACS (not tri-groups), and 3 repair/refit stations defending the planet, with 54 more human ships arriving late.