The Elite mod creates a balanced experience throughout the multiplayer, catering for more fair plays in all game modes, but originally centred around 1v1. It contains new units, such as the Chosen Plague Marines, the Vanguard and Sternguard Veterans, and more which I forget at the moment. A new faction was even birthed in the form of the Grey Knights, a dynamic but different faction that operate outside of many of the norms of the game, yet remain a strong faction at heart.
Because the map pool was small, various contributors have made maps for the multiplayer, such as Max Power's Meridian High City, Indrid's Estia Province and many others.
The mod frequently hosts tournaments, the Monthly Rumble Tournament being the most frequent but the Elite Mod Championship being the msot prestigous, with a grand top prize of two hundred euro for the winner and diminished amounts for all fo the runners up, having taken place in September 2014.
the man in charge is the veteran himself, Caeltos our lord and saviour who (along with his team) leads the design and balance of the mod and ensures that no patch is ever stale.
Finally, all of the casters who were big on the retail version of the game have come over to Elite mod in order to show off the mod, and then even stayed to cast it over retail, names such as Indrid, Red Rupee and Maestro Cretella being popular on the casting scene.
This mod is one of, if not the best, total conversion mods I have seen for Homeworld 2.
I must admit going in I am biased, as I am a huge Freespace 2 fan. The mod has nailed the freespace 2 feeling very well, to the point you almost forget you are playing homeworld 2 at all.
The mod plays very differently from Homeworld 2, more so than can be contained in a single review.
It places a heavy emphasis on carrier operations and strike craft, as does the original Freespace 2, as well as subspace / jump transport that really lends to some 'imaginative' uses of units.
Watching 15 wings of fighters dogfight it out, while bombers slip past to take out a enemy destroyers weapons subsystem, was an amazing sight. What was more amazing was the then warping in of a destroyer of my own to take it out, when suddenly the enemy backs up his own with another 2 destroyers. I commit the rest of my own destroyers and corvettes, and all hell breaks loose. Cue me and my enemy fighting to the death, my forces only surviving due to me warping out a destroyer and hoping the last two shivan megabombs take out the enemy destroyer which they narrowly pull off. This left me grinning like a small child for a good half hour!
Currently there is no SP campaign, but there is a Skirmish mode that includes randomly generated maps, meaning that the maps dont become 'stale' as was a problem with the original game. Also Multiple Eras of Freespace 2 are supported, making it fun to play around with alot of what if scenarios in MP, and do change up the overall tactics quite alot.
It also works with the Remastered version of the game, as long as it is played in classic mode. It also appears that it works over both lan and steam for multiplayer - me and several friends to run some games when we have time to test this.
A version of the mod that works with the remastered mode is apparently under way, and i look forward to it immensely.
The only downsides would be the slightly strange research tree, which I believe needs a bit of a rework. Its not unbalanced, but perhaps a bit shallow, especially in the earlier eras. A very minor point that does not detract from the mod.
Definitely, give it a shot. You won't be disappointed.
There is hardly any worthy new trek content out there remaining. Just for existing I gave it some extra points. This mod combines two amongst my most favourite things: Sins of a Solar Empire gameplay mechanic, and of course, star trek thematic!
Its not perfect, for example it emphasises the problems that even the vanilla SOASER had, but lets face it, its more of an inconvenience that an actual problem, and it may be only "good enough", but if "good enough" is still the best thing out there in comparison to everything else, this is what you go for.
I don't see anything getting any better than this unless its a AAA title... for which you have to pay through the nose these days.
This mod is as close to perfection as you can get. Expanding the roster to 6 factions is just awesome.
The Russians are a total joy to play, and feel uniquely balanced for the experience.
The Ostheer are also starting to grow on me too; it's just strange we have so many German factions. It's representative of the setting so I can't argue. Still, having an Italian faction or Japanese Faction would be interesting too. What's here is MORE than impressive, and I am NOT saying I'm either capable nor willing to tackle such a task myself. Just voicing my opinion on having so many German factions.
That strange interlude aside, this mod is very impressive. It was awesome with even just the Russians being added. The recently added Ostheer are just icing on the cake.
Simply put, this mod is quality.
I used to LOVE the game "Dominion Wars" as a kid; so having this mod is just incredible for filling that void (Dominion Wars doesn't run at all on newer systems).
But enough about "Dominion Wars"; this review is about Star Trek Armada III.
Where do I even begin?
There are 5 factions; all who feel nicely fleshed out and developed. Every faction has heroes with proper voice acting. The fleet sizes feel pretty well balanced; not too overwhelming yet powerful all the same. The economy feels good. The random encounters are interesting and feel true to the spirit of the show.
This mod continues to be updated on the regular and each update delivers splendidly.
If you sat me down to play this and didn't tell me it was a modification of Sins; I would never have guessed this was a fan project. It FEELS like a game in it's own right. The modders here are incredible; they have crafted an amazing piece of work. I could go on praising their work, but that would take time away from me enjoying the mod.
Just play this mod. You'll be glad you did.
This mod really is amazing. Hell, a Star Wars game that sports the Yuuzhan Vong? I would have never thought I'd see such an addition to the games; just goes to show you what magic modders can conjure up.
That being said, this mod isn't without it's problems.
The aforementioned issues are unfortunately pretty glaring. After playing a few matches in vanilla Sins the economy is definitely pretty wonky. When you play a match in SoGE and accrue more "metal" than you do "credits"; then you might have a balancing issue. The culture spread is crazy too; though I don't really play around with culture too much even in the base game so I can't speak at length about that so much.
Also, the scale (visually). Maybe it's realistic to the proportions seen in the series, I don't know. It would be soooo great to have a larger ships option though; as is the ships are so small they just kind of lose some of their "oomph". I'd argue that X-wings and TIE-Fighters are more iconic of Star Wars than some of the bigger frigates and cruisers; so why are they microscopic? Also, the increased size would probably help make the ships look a bit less "spazzy"; as is they zip and dart around REALLY fast. I'm sure some of these issues might be more inherent of Sins' engine; but figured it worth mentioning regardless.
The higher capital limit and supply limits are a double edged sword for me. While I enjoy the huge scale in regards to numbers, it also diminishes the importance of the capitals and other ships as a result. My rig is pretty mediocre too, so maybe my occasional lag spikes make me unfairly biased.
This is still an AMAZING mod. I've had quite a good deal of fun with it and this is clearly a labor of love. It's not without it's quirks, but what works, WORKS; and that is perhaps the most important thing.
(Also, READ the "how to build supercaps" text file. If you don't you might have a bad time spending all you have on nothing. Just a word to the wise from a dumb scumbag.)
An ambitious mod that misses the tone of the original with frustrating frequency, is moderately buggy, and focuses way too intensely on increasing the overall difficulty of the game at the expense of both its flavor and fun. The modeling is good, the new classes are cool even if the absence of histories for them is disappointing, but at the end of the day there's little avoiding that it makes the overall experience of playing Bloodlines worse. Worth trying if you're a die hard who has already been through the game multiple times (like me), but don't use this for your first playthrough, and don't expect it to live up to the hype.
Awesome textures and nice rendering for the units, the idea of the proyect is great and the adaptation of the units is great a very good job, This team made what another te mode couldn't an is the first to achive the hard objective that is making an Elder Scrolls game, I am not a modder but maybe in the future the nod will be able to rival with older mods like TATW. Also... I FREAKING LOVE ES LORE!!!! :D
This is a very addicting game at first, but looses its zest eventually. But, the fact that very complex scenarios can be created if you take the time, it becomes more interesting. Especially when you play your friends if your friends want to be a dictator and this is how they plan their world domination.
The idea of the mod is solid enough: make everything dilbrately overpowered and make it all cutzy and over the top and as INSANE as possible!
I like that.
Execution of the idea is overall solid, but not without its quirks.
Namely the Scorpion Tank you gave the China Tank General has its shells coming out of its underside, which means it usually strikes the ground unless it's completely flat or is higher than its target.
Kwai's Mine Tank is awesome except for the fact that it will try to shoot through walls and buildings and through cliffs. Gets rather irritating.
Another thing, which for me doesn't affect my rating but I find worth mentioning is that the music is mixed bag IMO. But that's purely a matter of personal taste and something I can resolve by just deleting the .big file that manages to new music. :)
You also forgot to include a generals.csf file in the Possible Final Release, so I get a bunch of "MISSING:InsertStringOfWordsHere" when playing. :P
But the changes that do work work well and are pretty cool. Balance I guess isn't totally consistent but then again this strikes me as a mod that is meant to be silly and make everything overpowered and goofy.
Overall, nice work. Great mod, good fun. :)