Sometimes I have great Ideas about mods, or how I would create them, but later it turns out that I lose interest and stop working on a project, sometimes never to return.
I have a stupid question: What are Heavy fighters and cruisers useful for and how to use them? I always find them lacklustre in compared to other craft in the game. It seems to me that a specialised space superiority/interceptor fighter or any bomber is far more useful than a heavy fighter and when it comes to cruisers: unless it's a Lilith (because **** Lilith, the spawn of satan, the only cruiser worth it) any other cruiser just seems not worth the cost. They get melted by bombers and by heavier ships and they seem to have problem dealing with everything that isn't a scout fighter or and interceptor. Seeing that the guide describes them as if they were viable I'm 100% sure I'm doing something wrong.
One question: While shivans main advantage is their jump and beam mastery and terrans main one is their overwhelming strike craft diversity in this flexibility, I cant really put my finger on what the Vasudans advantage is. Their strike craft are few and their destroyers aren't that amazing. Their only saving grace might be the speed, but I'm not sure.
Yea thanks for the game,
10/10 would get you drunk again.
As an avid fan of Freespace I can only add that the mod is awesome and realises on of my wet dreams: Freespace 2 in strategy form.
The only problem I've noticed that in rare occasions fighters do get stuck while docking, that and the fact that the AI does seem to recognise that it has an extreme destroyer advantage. When we were playing we eventually realised that the AI has hd 5 destroyers and 5 wings of heavy bombers to our 3. It should have recognised that and launcher and all out attack.
Other than that the mod s awesome, looking forward to a Single player campaign if it happens.
Honestly. I'm still sad that there is going to be no FS1/FS2 mod for Sins, but I guess this is better than nothing. Blue planet is the best mod for FS2 by far.
So is this the mod that uses Open Jedi Project code as a basis and enhances it with manual blocking? I think I saw such a mod a long time ago, but can't remember if it was this mod or some other.
Question: are there any builds that will work with this game AND add text to speech. I'm finding it Very hard to follow the story and dogfight at the same time?
Wait, code injection isn't illegal. Why would they shut you down. Not like you're trying to sell or compete with them. Also ask them, that way you're sure and even then, if you are looking for a job and do something incredible, you might find it. Just look at Mechwarrior Living Legends mod, when they went down Crytek and Piranha games were practically fighting over them.
God damn it you guys need to steal the the source code... ehmn I mean You guys need to find a way to inject your code into the engine to try to overcome these restrictions.
" I really wish to see a mod that would do that."
I just realized that I forgot to state what. A mod that starts in T-V era and moves up to Blue planet would be awesome.
Awww about the era part. I really wish to see a mod that would do that. Ty for the answer. Perhaps someone will do that later, post release. Still looks awesome though.
What era does the game start in: T-V War, The great war, Hades rebellion, Reconstructin era, Capellan era or Blue Planet? IMO I'd like it to start T-V War (With angel fighters and Anubis, etc, Shivans could start with the craft seen in the mod about the fall of the ancients).
Also Since I tried the FS2 mod for vanilla SOSE, I have a suggestion here: How about old fighters get replaced with the new ones. For example scout fighters: Angel gets replaced by Valkire, which gets replaced by Loki, Loki by Pegasus and Pegasus by the Blue planet fighter. That way you aren't forced to do things like build Valkires in the Bule planet era, because you have build a Fenris class cruiser.
Another question: Will Vishnans make an appearance.
Nah keep them. OR of you do, downscale every ship.
Man I so want to play this, but I think I'm gonna wait till WiH is fully released and polished (like AoA is). Seeing what you did with AoA this truly deserves the title Freespace 3.
And I have a haunch they will return in part 3, bringing with them the lost juggernaut fleet that jumped away second before Cappella supernova, nearly 2 decades ago.
I have just downloaded this mod and have played a couple of missions vs AI. Although they seem to respond more intelligently overall they seem easier to defeat (I've gone against hard Giles and hard Naomi). They reacted nicely against my attack, but way too late (no scouting). It didn't help Naomi to put up 6 defender cores of I had 20 hammer tanks and 30 conscripts rolling into her base. Also Giles went for exclusively air and WAY overcommited on that after I shut it down (I think he lost about 10-20 vidicators and 5-10 heavy bombers against me) thus allowing me to crush him with 5 sickles, 5 flak troopers, 5 bullfrogs, 2 hammer tanks and 3 bears :P
I will report more after I test them all.
Question: Dies AI still have omnisence? While the mod does look Interesting on it's own, what I really hate is the fact that AI instantly reacts to your strategy and tactics, before "seeing" them. I know he sees then as I build it, because it takes the data from the engine, but it shouldn't send bombers to kill an expansion, he hasn't scouted (or building AA units before seeing your Air units). This makes Sneaky rushing and ninja expanding impossible.
Don't get me wrong, this looks epic, but I would like to see all 3 eras packaged together.
Wouldn't it be cool if you started with apollo fighters, athena bombers, orion destroyers, lasers and fenris frigates and worked your way up to GTD Raynor.
Also looking at the rate this project is changing it's course, I am afraid it will never be finished.
No FS1 or FS2 mod now. I disappoint :(
Would be nice, nut I would also like to see the ENTIRE FS history, that was featured in the games, form the beginning of the 1st great war to the end of the second. To me, Blue planet and Terran-Vasudan war are optional.
How about compressing the research so you first have to research vertically, before you can jump to the next level.
Question about this mod when it's done: Are there any plans of continuing your FS 2 mod or maybe even better continuing this mod to version 2.00 so you could play with technology that starts at the beginning of Terran-Vesudan war all the way up to the end of second great war?
That would induce massive nerdgasms.
so... anything happening or is the project on pause?
I need those xml files!!!!!
Where can I get this!
Guys I need to ask you something. Can someone point me in the way of a good "how to mod Kane's wrath" tutorial. I cant seem to find it and would like to fuss around the XML files (making tiberium growth infinite, making blue crystals explode, adding units). I know how to partially mod tiberium wars, but I don't know how to extract Kane's wrath files to mod them. I would also like to open other mods, to see how they did certain stuff (balance, new units, new effects, ..).
NVM Me and my bro tried it. Everyone must have the same files, then the game will run in MP. But players will lose even if their houses are still standing.
Any Chance to make it work online. Me and my friends would like to try it.
Yes. My question is: Is this thing still alive? The last update was in 2010. This thing does look cool.
Other than that, cool mod, I'm tracking. I m also experiencing crashes, some random and some when I look too close at that subspace effect.
Idea: IIRC you also made the FS1 mode (am I right?). It would be cool if you could combine those two into one ultimate FS mod.
Which era to play could be optional (T-V war, FS1, FS2, all three).
why? I would rather see entire star systems get smaller, but use a single gravity well (if that is possible). Would make everything more FS2 like.