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Looks like it, I was hoping it was still alive, since I was the concept artist.
I found a mod that fixes the lack of equipment and equipment docks, also Bounce 1.7 fixes your ships running into ****.
This game would have been way better if you didn't have to always fly around in a Skunk.
#1 best mod for X3TC, though been having problems with X3s lack of an AI supply chain lately.
Holy **** so it's not dead, this was the first space sim I ever played.
That was way back when I was 15 and just getting started. I might keep this one as a reminder of where I started.
I forgot to sign in.
Victory is life!
Can't wait for Borg invasion :D
Modifications to the Wolf359 cube were however successful, nigh impossible to destroy as Federation with accurate weapons, shields and armor stats from the Star Trek database. It's not a proper battle with the Borg unless you are being creamed. Although in the FC scenario the Cube with modified stats is easier to destroy, although I've only gotten it down to 3% before being destroyed thanks to the Enterprise E not working.
Noticed a major problem with the First Contact battle, Enterprise is too big compared to the cube and will not fire anything :P.
How do I make Borg hull stronger, I've increased the hull settings in b_tng_cube and wolf cube but still no effect, easy af to kill when I should be getting slaughtered.
Having the Borg as the next race would be awesome, but I prefer the Dominion as my first choice. The Cardassians are too easy to kill, that's not anything to do with balancing, I've been playing HW for years, and Armada 2 before then.
Damn nice, reminds me of the Python in ED.
One thing about the gameplay that is a bit disappointing is that fighters are as much expensive as a full HW squadron, I would suggest either decreasing the cost or have a full squadron formation.
Damn, so big, I'm going to have to wait until I get a decent connection.
Can't wait for the release. Oblivion surely is fun after all these years.
Good to see the Elder Scrolls based mods thriving, damn good work in all devs.
So I've been fighting the armies of Oblivion a lot lately. I've found that just one of their armies takes 3-4 of mine to win. Obviously higher Dremora are overpowered, they'd have to be because they are tanks. Although I would suggest in the next version toning their size down to the standard size instead crusade size. Perhaps even making the content of mythic dawn infantry greater to the amount of Dremora would help. Cities and Castles that are occupied by Oblivion also seem to be able churn out Dremora. Yes, there may be gates their to account for that, but if you aren't going to have any gates in the next version I would suggest limiting the production of Dremora to castles.
Another gameplay suggestion, I would limit the Oblivion spawns to three phases, first 2 armies are the ones besieging Kvatch and Ald'ruhn, second phase starts after both have fallen(or are saved) at the battle of Bruma. The last phase of the spawn would obviously be the Imperial City. The combined might of the invasion is too much for anybody to handle, the only way I've survived is by exploiting a weakness in their coding by declaring a ceasefire everytime I liberate a territory.
Could also be possible to do the Replicator race later on, have them set up like the beast, where they start off from one Replicator mothership and then infect/enhance enemy ships.
The Asurans are the Alteran Replicators, so while you could have a sub-race option I don't it would matter. It would be a challenge to have the Asuran race however, the difference being they would have better shield strength, weaponry and faster build speeds.
Can't believe that the Ori got so little. What can I say... Hallowed are the Ori, blessed are the cheese makers.
True since it is a mega huge station.
Rise and shine Mr Freeman... it's time to die.
Exactly, there actions are infact in breach of Fair Use laws that allow for the modification of this software. This mod does not seek a profit thus it is legal. However there are a few examples where similar cases have won and lost. Example a) is when EA used SecuROM on their discs, creating glitches and disabling the operations of 'disc emulations' - EA was taken to court and successfully sued. Example B however is when the SciFy channel illegalized all fan representations of their property, such as the BSG mods for Homeworld 2 that were given the same Cease and Disist orders. The Corporate organization truly has a warped sence of property and the law. I'm not that impressed with Warner Bros,however not suprised since organizations in America inparticular can get away with it by turning it aside.
What's the link to the Complex Mod Tools?
All issues solved, I just have to disable to shaders folder and create a seperate HW2 with changed shortcut paths. I tried the B5mod with shaders on my main computer, it worked like a charm, so I should have success on the other one.
Problem solved, the B5 mod does use HW2.0, a strain for my Processor,RAM and Graphics card. With HW2.0 mods, I would recomend those with only 1GHz and 300mb RAM and an older graphic card to just rename the shader folders to 'Shaderss', disabling it and just giving you the texture rather than full on shading and highlights.
Okay, problem solved, I required the Update. But the ships are nothing but black, a problem with the shaders, I wonder if Homeworld 2.0 is required?
I have a NVIDIA card, I tried 2 maps, I'll see if creating a seperate HW2 copy will work.