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Have you ever considered (if such a thing is even possible) making dynamic Rampant Militias? Ergo, the ships spawned at a world depend on the owner of the world. If it's neutral or TEC owned, it's TEC. If it's Vasari owned, the militia ships are Vasari, etc. This way the militia's ships can benefit from any upgrades the owning factions use. I'm assuming that at the moment they get few benefits from research unless you're playing TEC at the moment.
Another idea, if it's possible once again, is to make the militias dependent on culture instead of ownership. EG, if a world is smothered in Advent culture, it will spawn Advent ships - even if the planet is owned by the TEC, or not owned at all, though they will still be loyal to whoever owns the planet. After all, at that point while your culture may have infiltrated that of the planet's inhabitants, it doesn't mean they've accepted anyone else as their overlords just yet.
It would make games feel a lot more alive. And it would be further incentive to get in on the culture game, as Vasari militia could benefit from upgrades to wave cannons, armor, and new abilities for a Vasari player when the same could not be said of TEC or Advent ships.
Well that didn't last long. Day after I download 1.81 of E4X, the game updates to 1.85 and adds new DLC.
I'm guessing it's gonna be a while before the mod can be shuffled around to include the new patch and DLC, right? Especially since you're working on the minimods.
Alrighty, here's hoping the Pirates (faction) have phase space detection now, and the Plague's system of upgrading ships was fixed (didn't work before).
Having some trouble with the mod manager. Whenever I try to select the "(RVE) Revamp Expansion Mod 2.0 A1.31" scd file with the manager, I get the following message:
"Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.
Could not load file or assembly 'ICSharpCode.SharpZipLib,
PublicKeyToken=1b03e6acf1164f73' or one of its dependencies. The system cannot find the file specified."
If I hit Continue, nothing happens. If I hit quit, the manager closes. Either way it refuses to add the mod. I've deleted all previous versions of the mod, so I'm not sure if I'm just doing something horribly wrong or what.
This is looking more and more like a true sequel to SupCom1...
You win the internet.
...Which can be done without them. No fuel = unlimited range. Not only that, they're many times faster than their carriers, and the only possible hazard for them that wouldn't get to them anyway would be fighters. Even then, that's a moot point unless you're facing the UEF, since fighter-bombers can target surface units.
The only aircraft carrier with any semblance of utility is the Atlantis II and Flying Fortress. The first because it can submerge, making it an admittedly useful way to avoid certain defenses and drop your aircraft in your opponent's face. Even then, though, the time and resources required to invest in that approach keeps it from being worthwhile.
I love the look of this, but...are all the weapons banks balanced? It looks to me like some sides of it have moar dakka than the others, which is okay if this SB is mobile, but if it isn't that could be a problem.
This is so...Protoss...
Then they might as well get rid of the aircraft carriers. No fuel = no use for aircraft staging units. Their combat ability doesn't really make up for it, either. Sure, ACs have high health and good firepower, but not good enough to make up for their cost, and battleships are superior in every way (even if they are inferior individually, they're much more economical and thus superior overall).
Awesome design and lore for the most part, but...
"Scandinavian scientists even explored the idea of using this remarkable technology to revert the effects of global warming by restoring the Arctic ice."
But whatever. It's fiction, I can handle stuff like that, I suppose.
This is a great addition to SupCom2, but now this is making me think of something else they removed from the game that was in SupCom1: the aircraft fuel system.
I mean really, aircraft carriers are useless now, without the fuel system. Why bother with carriers when you can just have your planes fly around for the whole game? Any chance you'll be bringing the fuel system back?
I like it. Much less chaotic than the old one.
A few parts of it look SLIGHTLY Cybran-ish, but other than that it's great. I love the resemblance to the Aeon's SupCom1 T3 gunship.
"Flaking hell"? Unless these ships have dandruff problems, it should probably be "flakking hell".
Sorry, but the grammar nazi in me couldn't resist. ^^;
Awesome picture, tho.
A suggestion: Don't make cruiser and frigate versions of the same ships. If you run out of canon ships to use, I say make up your own. I highly doubt people would fault you for making a custom ship if it means a much more visually pleasing and less confusing (is that a cruiser or a frigate? Both versions look the same T_T ) experience.
This isn't limited to the Necrons, either. Assuming you plan on adding Titans and rebel/loyalist factions (which could be done for each faction rather easily), they would really be required to be custom. The only possible canon examples we have for Titan-tonnage ships are the Blackstone Fortresses and Phalanx, meaning Titans for only two of the four planned factions (only 2 of 8 if you're adding loyalists/rebels). Also, you can afford to downplay the strengths of the Necrons a bit. I think it would be best to balance downplaying their strengths with limiting the size of their fleets...with the exception of their mothership capital. I'm fairly certain most people choose that as their first capitol, so making it unavailable at the start would make things a bit unfair.
Maybe you could make their capital ships so that instead of an "ultimate" ability that they unlock at level 6, you can instead choose to fully awaken them, making them much stronger than before. In other words, give them a slow start the way Dawn of War 1 did.
"Stay in formation guys, stay in formation!"
Not sure if ship...or rifle...
(Jk...kinda. It does look a lot like a giant rifle)
Star Wars has planets cracking open and frigates (Acclamators) glassing planets. If you look at the numbers, ME is weaker than SW by an order of a magnitude. Same with Halo (though significantly less so).
I love this mod so much. Like, no joke. You guys have done a kickass job adding units and improving gameplay.
...I do, however, have a single, solitary grief with UA. "Take and hold victory." I can't turn it off. Please tell me this is just because I'm either blind, stupid, or didn't install the mod right, because otherwise that's...actually a game breaker. That's literally the only game mode I don't play. Ever. Even if my life depended on it.
And so the dragon rises from the...er...****, regular directions don't work in space.
It would make sense for this to be based on the Yolona Oss. The Illuminate has other units in the vanilla game that are based on Seraphim units. The Yenzoo hover tank, for example, is based on the Seraphim's Yenzyne T2 heavy tank.
Now that's what I call a creative shield idea.
That's kinda the whole point of downvotes: people disagree, they downvote you. They agree, they upvote you. I wouldn't worry about it. Votes are cheap.
...Except the Russkies aren't communist in this mod.
I'm absolutely loving the designs for this, but...why are so many things being given the same exact names as their SupCom1 incarnations, just with a "Mark insert-number-here" at the end? Wouldn't a lot of these simply be renamed, especially if their role isn't the same as the original? Now I know the Mavor's gonna have the same exact role, so I can live with this having the same name, but still, can't it have a different name? Like Havok, for example.
I mean, look at the way planes (for example) are named in real life. Yeah, some of them have basically the same names (Hornet, Super Hornet, etc), but what about planes like the F-22 Raptor and F-35 Lightning? They look similar ( 0.tqn.com Upload.wikimedia.org(Noise_reduced).jpg ) but they still don't have the same name.
...and now I see a few things I did wrong.
For one, my copy of Soulstorm wasn't patched. And second, there's some files from Daemonhunt that I added that shouldn't have been added.
I can't activate any of it, not the base version, the campaign, or the new races. I installed the 1.72.7 patch, but, being the dense guy I am, I installed that before the grand release. Could that be it?
The way I installed it was...well, in the case of the UA grand release, the patch for it, and the 'Nids mod (0.5b2) using the installers they came with. In the case of the Inquisition Daemonhunt and Daemons mods, I extracted them directly from the .rar file to the Soulstorm file.
One other note; I'm using the Steam download version of the game as opposed to the hard copy. Could that have something to do with it?