"Max starbase upgrades? Finally I can stop putzing around with editing files with every update!"
Me in a nutshell before being part of the deve team.
"Max starbase upgrades? Finally I can stop putzing around with editing files with every update!"
Me in a nutshell before being part of the deve team.
Also,
BUG: The IntenseBeamUpgrade for Vasari titans is useless for the rebels as their titan's pulse beams don't target fighters (their's uses point defense lasers instead)
BUG(?): TEC Loyals' starbases can only have 3 trade ships, as apposed to the 5 of all other starbases.
Hi Goa, I've got a few suggestions/bugs:
BUG(?): TEC Loyals' homeworld is the only one to not auto-spread culture (due to their command center having 'Ability_E4X_InvincibleEntityTechLoyals' in place of 'Ability_E4X_CommandCenter'.)
IDEA: Have 'Survivability' and 'Weapons Mastery' require a fair number of completed researches before coming available.
IDEA: Possibly also impose completed research counts on superweapon/titan (2-4) researches.
IDEA: Remove the 'Ability_E4X_TradeReduction' ability from Advent trade ports; since they also act as refineries, it would be logical for them to have neither ability.
IDEA: Disallow superweapons targeting home planets (TEC can cheese their way to a capital victory) as well as targeting the Occupation World.
IDEA: Disallow 'Ability_E4X_DespoilPlanet' targeting the Occupation World.
BUG(?): For whatever reason, neither TEC faction uses the 'TEC 3' music track.
So, does the Vanguard replace the vanilla TIE Scout? Or is the Scout just not shown here?
Hi, I was wondering if you guys would like a 'fixed' version of your English string file? I put in ~4 hours of proofreading and weeded out various spelling, punctuation, and grammatical errors, as well as (quite) a few changes to maintain consistency. I would be honored if you accept it for the next release!
Big_Bantha
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