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I understand these islands are a difficult issue. I hope the mod, in remembering the conflict helps reduce the tension.
Last time I played with flood active; they seemed to be a minor nuisance at best. (There are pros to preparing to contain them ahead of time.)
Very good; but grey text against a grey green skybox is heresy...
very very pretty
My first impression is that the style is extremely clean. The background is appropriate but unlike most sins stuff, it doesn't distract me from the menu.
The second impression is of menu options being cards on a table. The images are more complex, and won't do well on a low res monitor. I doubt however most users would have that low of a res. I agree with IceBlade that the pictures seem scrunched because of that complexity. They could also be more specialized. For example taking "Skirmish" -> "AI Skirmish" with pic of a Halo AI. Other connotations would work for the images.
Third. The image is very dark; high contrast and some messing with gamma are going to effect how it looks a lot. The title and options could use some bringing out.
I feel as if the colors clash a bit too much. A bit of a background for the text, it could be translucent still, would help reduce the tension (between Orange, Blue, and Background). I have to agree that a general, either: Hammond, or especially O'Neill would be a more appropriate choice for the Tau'ri pic. Its been way too long since I watched the show, but I also agree that for the Goa'uld a face may be more appropriate than the snake helmet. There were a couple episodes where there was a conference of the system lords. You might be able to get many in the pic and the Jaffa serving them. I would also get rid of the shared capital ships and super tech panes icons if possible.
This is what flak ships are for. Shoots spores easily and if it gets infected, doesn't pose a huge threat to much else.
Watching the mod, it looks great, but when you can do fix the campaign map up a little! I recognize the normal rome II outline.
That improvement was well needed. Great addition Tak!
fingers are crossed over the gameplay tweaks
I will start by asking what the checksum should be. But failing that are there any known causes of CTDs?
Thats what she said
occupation victory could maybe be reworked
Now show me a a grunt factory
Also. What is the mod checksum? I can't figure out who needs to redownload it over here.
Another balance suggestion. Mines are currently a complete and utter pain to deal with. Most of the scout ships die too quickly to be good, and they have the active rather than passive mine detection. Maybe give all the factions one combat/support ship active mine detect.
The problem with starting the Borg in a far off corner of the galaxy is that they Assimilate all the Ferengi and Son'a. Then they arrive with a fleet of 50 and it hurts A LOT.
Got insidious and Virulent backwards. oops
It took a lot of work to find something that worked with them. I enjoyed the challenge. It is still a little hard to fight the feds late game because of the tractor beam spam that knocks out so many of my cap ships. I might knock the Flak Frigate (that I rarely build because the dominator is same supply and better) to 6 supply, Galor to 10, Dominator to 8, Insidious to 12 (with a slight debuff to hp stats), Breen Cruiser to 20 (solid buff to health and attack), reduce stack on the Kimal damage effect, Barkus to 15 (and allow a double stack on the heal).
Your defenses are stronger than most, try to wear the Feds down some by building a closely packed set of defenses at a choke point and sticking your fleet on it. The dominion fleet is also buff based. Keldon classes are weaker but carry strong and necessary buffs for Cardassians. Dominators and Leviathans also carry easy to get buffs. The enslaver buff at lvl 6 will actually make it easy to take down small Borg fleets in thirty seconds. Galor and Barkus ships are mainly good at taking damage (the healing ability is weak). The kimal is a cheap meat shield that also reduces true damage output by enemy ships. Dominator, insidious, and breen ships will get the ability to use energy draining weapons that shut down the enemy. I find that dominators and scythes die a bit quickly so I use the cruiser classes more and scythes never. (Insidious anti cloak is useful) try balancing your buffs and debuffs to get and advantage. Your smaller ships may be the weakest, but buffs double their power and they can, unlike anyone else, take large numbers of enemy ships out of the picture with debuffs and stuns to even the field.
IIRc these things had photon torpedoes in DS9 season 1. They don't however in game. Do you want to add them?
it makes a new mod folder with each patch. you will need to delete the new folder and rename the old one. Mods might be broken though.
I take it that whatever patch my pc dloaded today is not modbreaking?
Needs Lore, so here goes.
Highly Ionized Plasma Accelerator:
Mixes several radioactive heavy element (Radon, Uranium, Plutonium) fluoride gasses with alkalis to create ionic clouds. Radiation and a magnetic accelerator further charge the clouds to create a deadly plume. Highly charged Tungsten-Sodium cores can be inserted to some modified systems that collimate the plasma into a tight ball with medium range and focused destructive power. Regardless the large number of very charged heavy ions cause shields to weaken while the plasmized fluorine gas eats armor at a rate often measured in meters per second.
Next year: Fed legislates mandatory feeding of all first born children to Unikraken. More to follow
Is this a cross between a bird of prey and a pug?
How will the cardassians be balanced? From what I understand they were technologically inferior to the federation but had a large flee.