uhh, not but there will be one eventually
uhh, not but there will be one eventually
uhh, not but there will be one eventually
I dunno if you're supposed to build with that station
Thanks! I'm very happy you enjoy this project
Although I cannot say that I'll remove the fighter movement from ALL capitals, some will have that sit and fire stance, although there are some capitals that will have the cruiser/destroyer movement as they've been demonstrated they can do in the shows.
Now, if they're keeping up with frigates in terms of raw speed, then that'll be taken down a notch, but I appreciate your feedback nevertheless
Heheh, you're welcome
For 1. I am working on improving stability further, can you tell me if loading recent saves nullify this or does it crash around the same time?
2. First time I've heard this one, any specific ships you have in mind?
3. Hrmm.. I think I understand what you're getting at, I'll give it a lookover
4. Are you meaning the valkryies or the Venture & Delta Fighter. Valkryies are tethered to Typhon Class Research, Venture and Delta Fighter are tethered to the 1st hangar expansion research from the sol-station
5. Aye, though that'll be difficult, there aren't many meshes that I can use to replace them, so that might remain someone untouched.
It did get remastered, I aughta post the new pics soon
I see-
It could be certain settings you may be running, I've been told running on max graphics, shadows and bloom don't help stability though the mod still suffers from inevitable crash errors at times, most of the time it's 1-2 hours in the game, though I don't know if quicksaves can nullify this. Feedback has been almost non-existent.
Try and experiment with settings and decreasing it, I'll continue to try and solve crash causations and reduce package size.
I see-
It could either be incorrectly unzipped, like if you open the submod folder, there's simply another singular folder with the same name inside, unlike how final edition presents itself, or you need to try and launch it several times, evidently the start-up crashes are a little common among some users
Also, there's gonna be a hotfix coming
lol, all good man, it happens sometimes
and thanks for the feedback, I'm glad you're enjoying it!
Strange.. tell me all the steps you took when installing the submod, did you unzip it properly?
You neeed to run this alongside STA3: Final Edition, in the enabled mods, this submod must be above Final Edition in the list
Hotfix may be en route, I found more crash causers.
Largely, yes it has. Some ships may retain their more static stance but most ships should be more mobile
Happy holidays lad
Eh, kinda, things have been busy and my motivation took a hit, BUT I do have a variety of surprises in store. Though for this project, the amount of content may drop further for stability.
strange
Try alternating maps if you will
Hi!
Yeah, most caps no longer use fleet supply. Borg's do but they're outstandingly reduced in cost.
Yes, the Ambassador is to be the fed's new envoy... though I'm unsure I understand the 3rd error
Am working on restoring the fluid movement, I only recently discovered how many stay stagnant
Quite a few. As of present, I'm commencing stress tests, but the next release will be more of a test of some... ideas I have, stay tuned.
I'll look into this but this isn't an issue I've encountered. Will keep you appraised if I find the error in question.
Now are these just faction hero issues? Or does it apply to fleet warp ins as well?
Mnnn... noted.
You unlocked the research for them?
try full screen
What are graphical settings like then, in the video tab?
Can you tell me what settings you're running?
Also, is this submod enabled over the final edition?
right.. I'll investigate that
Well, that change in particular was adapted from an older PVP Patch Submod that closed some time ago, I originally built the submod off of that. I could look into that further however.
I am not allowed to utilize AOTF assets at this time
Also, dang man, a bit harsh
Unfortunately, unless you had the meshes, of which are already compatible with sins, that wouldn't be possible, such assets do not exist in the files.
There is a way to tether artifacts to a planet, though the names in the files do not match the files ingame so you'll have to do a lot of testing. Furthermore, the planet you attach the artifact to will have to have no points in the planetary exploration if you are to start off with it, otherwise the artifact will not trigger, this does not apply to planet bonuses though.
A fellow modder eh? Welcome
Well if anything, I'm sure you'll enjoy this submod here
AlexDaLegend
joined
Hello there.