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Reminds me of a Hammerhead tank from 40K. Still awesome.
Better AI is good.
I managed all of that (I admit I cheated), but I didn't have an option to do so. I was Gil-Galad and added the legendary_craftman trait, for what it's worth.
What's required to rebuild the Gwaith-i-Mirdain?
I don't know, but I've got the same issue.
Can we get a tech tree, or at least a list of units for each faction?
Ghost Love by Nightwish.
Does having DLC enabled break the mod? I get a crash on startup, just when it would normally load the main menu (after it's finish displaying the whole list of things it's doing "worshipping daedra", etc). Alternatively, this might be a Steam error. Any ideas
Unfortunately, sometimes players using mods get these, too. Some mods are worse than others in this regard (this is not one of the bad ones). Yeah, though, these are a pain.
Ah, I guess I sort of missed that. >.>
The weird thing about the space stations is that it seems to be a problem only for the Droid Empire. Speaking of which, does the droid empire have any way to advance in tech?
There seems to be a bug with the Droid Empire in GC - you can't build up most planets' space stations to the levels that the planet display says you should be able to. Also, there are Defilers but no corruption - what's the point?
Do you plan for more releases after Groundhog Day, and if so, do you think you'll ever include the Confederation?
In TIE Fighter, my recollection is that you could use the TIE Defender's tractor beam to slow down light cargo ships of the same general size class as the Millennium Falcon.
It says its length is greater than 752 meters, and the article mentions that it was probably a "larger warship".
I'm not crazy about the open flight deck - it looks silly, having a runway on a spaceship.
Will there be more content in the future? I really like this mod, although the GC tends to lag and the skirmish battles need higher income rates.
Yeah, that's what I did in the end.
I'm not crazy about my computer's capabilities, and it has heat trouble. Is running this mod at low graphics settings likely to cause it to crash, and if so, why? I saw that you're supposed to use higher graphics settings.
The campaign worked for me, until I got to the mission to go to Dathomir. Just before that, you have to sabotage the orbital long-range scanner over Dathomir. I did that, but never got credit for that objective, which means that the campaign gets stuck there, as you can't send Tyber Zann/Mandalore and Urai Fen/Darth Nihilus to Dathomir until it registers that the scanner has been removed.
That looks awesome... and like my computer probably can't render it. T.T
Although you've gotten a C&D, does WB have a leg to stand on here? Are you guys making money (or even accepting donations) for this? If not, I don't see how they could hope for a judgement against you. Seems to me that this is simply harassment and intimidation - they have their own stuff that they're selling, and are afraid that your free content would cut into their profits.
Looks a bit like the snow/airspeeder. Does it fly or just hover?
That's a pretty clever solution.
I like that you're using the Tiberian Sun model.
Personally, I think it shouldn't have much of a firing effect at all. Why would a laser have a giant flare at the emitter? That's just silly. Just have it hum, maybe glow a bit (like in the original CnC and Tiberian Sun), then emit a red beam.
Uh, not to be snarky, but what do you mean by "during the some"?
Also, it looks great.
Wait, what? Where?
Some more minor complaints/bugs:
The skokka turret can fire at a target regardless of where it's facing, the shell just fires from the middle of the structure. Also, the ejected case is part of the turret, causing it to move with the turret if it changes angles between shots.
The Australian commando's shots appear to come from his shoulder when he's wielding his regular (non-heroic) weapon.
The Australian MCV can move before its unpacking animation is complete, which just looks weird.
A couple of other things:
Nato level 2 veterancy doesn't display correctly on the unit display part of the HUD, the level 1 icon continues to be displayed until it hits level 3.
The Devastator Cannon seems to be smaller for pathfinding purposes than for graphical purposes - one of my harvesters drove through the side of my cannon.
NATO rangers don't show veterancy at all.
Also, a minor gripe: metal storm weapons are caseless, but the ones in the mod clearly eject casings.
I've found a few bugs, although some of the graphical ones might be from my low settings for laptop play.
On Oiltown Arabia, I called a Nato nuke strike at the very top of the map, and the bomber never dropped the bomb.
You can queue multiple Liberty walkers or Australian commandos, but can only build one, so the other ones queued just sit in the queue preventing anything lower in the queue from being built until you hold or cancel the walkers or commandos. I suspect this is also true of the soviet nuke launcher but I have yet to try it.
The Australian devastator cannon and airfield don't display properly when placing them - the cannon just shows a small sandbag wall and the camo netting, and the airfield shows nothing but the rally point marker.
The Australian refinery requires a forward command post to be built, but the build menu doesn't reflect this.
The Australian Death Corps power sometimes doesn't seem to work, perhaps having something to do with where it's called. On a similar note, the Siege Insertion power dropped only one Lazarus and two Redbacks instead of two of each when I used it.
As far as I know, it's not against ModDB's rules, as I've seen a few mods do so. But it looks like we'll be stuck waiting for a while longer.