Halo, Star Wars, Star Trek, I just like sci-fi.

Comment History  (0 - 30 of 61)
Caesars_Legion
Caesars_Legion - - 61 comments @ Ages Of The Federation V2.05

Modern systems are often counter-intuitive to improved performance on 32bit engines like Sins. This is due to differences in architecture and design priorities for improving performance that some (usually older) software is unable to utilise. If you are having crashes, reducing your graphical settings is so far the most reliable way of improving performance.

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Caesars_Legion
Caesars_Legion - - 61 comments @ Star Trek: Armada 3

1. You should be able to play without the DLC.
2. It is it's own version, STA3_Uprising, it is not compatible with any other STA3 versions.

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Trek Armada 3: Uprising V1.0

Technically 1.94 is now the *current* release, hence why this has now been uploaded. So technically yes, you should be opting out of 1.94, because it's now the current version.

Good karma+3 votes
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Trek: Armada 3

1. The TFF Module did not have extensive testing upon release to check for compatability errors due to the nature of the release schedule, this was unfortunate, but unavoidable at the time

2. I will take a look at what the tech is supposed to do, and check if/how/why it is or isn't working

3. As hinted in the last point, work is ongoing for a new version. Romulan balance is something that has been look at and adjusted internally. With the next release you will be able to see what has changed, and see for yourself if you consider it sufficient. Nevertheless, that at the moment is subject to ongoing testing internally. My recommendation if you want to stay up to date on what might/could/is changing is to join the Stellar Parallax discord server, of which there is a link somewhere around here probably. If not, Gul Survives' youtube channel or indeed Stellar Parallax's Youtube channel will have links.

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Trek: Armada 3

Okay, i've taken a look and it appears to be a TFF issue, not a Nemesis Core issue, which means like with the homeworld spawn bug, it's likely an overwrite issue.

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Trek: Armada 3

Is this an issue with the Nem Core or TFF Module(so technically both)?

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Trek: Armada 3

You're using the dev mode. Turn off Dev mode.

Good karma+2 votes
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Trek: Armada 3

What you're experiencing is the credit upkeep system. Suffice to say if your credit income is going into the negatives, the issue is that your economy cannot support the size of the fleet you current field. It's an awkward system (and I say that as a tester) as you're correct in that it doesnt tell you your exact income, however try expanding your fleet a bit slower, and in line with your planet expansion, and see how that changes.

Good karma+3 votes
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Trek: Armada 3

It's not a perfect system, but because the build tabs are already full its the only practical work-around.

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Trek: Armada 3

The Roantha and Jalak-su are now spawnable ships from a new structure in the logistics tab. The change for the Galor was because it's statistics made it far too powerful considering the downgrade it was receiving to make room for new more powerful late-game ships (Roantha, Jalak-su, Kessok Heavy, Galor Hybrid). As for the manticore, because it is now lower in the tech tree, cheaper, and faster to build, its combat stats were lowered to bring it more in line as a glass cannon, similar to an enlarged scarab.

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Trek: Armada 3

Part of the reason why there are capital ship limitations is for both balance purposes and to ensure the importance of capital ships. For factions that have traditionally more capital ships (such as the Romulans) their capital cap is higher, however for the Federation, Klingons, Cardassians and Borg, their capital ships were more scarce than their light/heavy cruisers (though Borg is more balance than scarce caps), hence the lower number. On the balance and value part, if you have access to a plenty of capital ship numbers, it tends to encourage just the construction of capital ships (if you look at SoGE or Sins of the Prophets for example) where capitals are more in abundance. With the current caps there is a level of strategic choice over what capitals to bring, you can bring a couple of each, or quite a few of a particular type, it entirely depends on your circumstance. The joys of variety!

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Caesars_Legion
Caesars_Legion - - 61 comments @ Star Trek: Armada 3

It was an oversight, and has been increased internally.

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ STA3: The Best Of Both Worlds (Nemesis / TFF v1.1)

Are you playing on the Nemesis map?

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Caesars_Legion
Caesars_Legion - - 61 comments @ Star Trek: Armada 3

The repeating sound effect was indeed a bug, it should have been fixed in the internal Nemesis build for the final release :)

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Trek: Armada 3

Yes, outposts have had a bit of an over-haul, with the only real exception being the Cardassian Nor, there are a few things in the research tree that still need ironing out and strings corrected, but they fulfill new roles now.

Martoks armour has always been high, so has Gowron, benefits of being Hero units

The Battle Chant ability has been shifted onto a different capital ship (work out which one yourself) to try and encourage capital ship diversity.

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Trek: Armada 3

The Nemesis Station has a string attached, so that after two hours the entire game basically self-destructs. No one wins. Ideally, the map should be played in a FFA setting, and the objective is to destroy the station to then kill your opponents.

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Republic at War

May I ask, are you aware of the Hutt Station causing Sync Errors upon its destruction? If so, are you doing anything to fix the issue? If not, could you investigate and try to fix the issue? It means that a number of maps are no longer playable. Thanks.

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Wars: Interregnum

In practice though, that only applies to the late game, which doesn't influence the overall impact of the majority of a smaller PvP game, which again compared to the Galactic Empire (of which if you lose a planet you gain a significant debuff) results in negligible difference in overall fleet size.

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Wars: Interregnum

Hey Goa, something of a curiosity at this stage, is that the Warlords faction claims to field less ships than practically every other faction. How is this actually done? Since in comparison to the Galactic Empire as its closest comparison the number of ships they appear to be capable of fielding is close to identical. Some light on how this is apparently done would be appreciated.

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Wars: Interregnum

I cannot think of any mod that claims to be "completed" other than Star Trek Armada 3, which is itself rather polished, however I do agree that Interregnum is significantly more polished than most.

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ The Neutral Zone

Someone call the Klingons. We need a Shockwave ship!

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Wars: Interregnum

Hey Goa, hope you're well and keeping up with the great work.

Just a thought that's come to mind (as i'm posting this), will we be seeing any rearrangement of the Hero's in the Rebel Alliance once the New Republic is released? Considering how Interregnum takes place in an alternate timeline, would it be plausible to have Admiral Raddus in the MC75 as a hero for the Rebel Alliance?

That would allow for the MC75 (if you have the time to make the model) to be included in the mod, therefore tying in one of the more unique ships from Rogue One.

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Trek: Armada 3

I don't think you should technically be able to capture Darmok Exploration Cruisers, but yes, that would be the source of the problem. As for it leaving orbit and still leaving planet uncolonizable, I assume that has something to do with the ship being tied to the planet being made uncolonizable until it dies. Not sure on the whole thing. I'll check with someone. But getting it killed or scuttling it should solve the issue.

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Trek: Armada 3

You need to kill the Darmok Exploration Cruisers in orbit. Once they're dead the planet becomes colonizable.

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Stargate Invasion

Hey guys, looking forward to the potential release, been a long time coming that a decent stargate mod came out for Sins.

A quick question, have you considered approaching the Stargate Pegasus Chronicles team for Star Wars Empire at War for assistance in models, ship design suggestions, etc?

Best of luck, and i'll be keeping my eye out for this release :)

Good karma+1 vote
Caesars_Legion
Caesars_Legion - - 61 comments @ Announcing Star Trek Armada 3: Nemesis

The general idea is that for those interested in the variety, 'The Final Frontier' will still be available, though more ideal for single-player than multi-player. Nemesis will have less variety, but will be more stable, making it better suited to multi-player than TFF.

Good karma+2 votes
Caesars_Legion
Caesars_Legion - - 61 comments @ Warstar Texture update

I do feel that the size of the Warstar (starbase) could do with being reduced by about 1/3rd. They're absolutely huge and the defense/weapons do not reflect its size at all.

I personally am impartial to the model used on both, they both work.

Good karma+2 votes
Caesars_Legion
Caesars_Legion - - 61 comments @ The Work Continues

WaaHaa!

Good karma+3 votes
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Wars: Interregnum

5 of us played a game last night :)

Good karma+2 votes
Caesars_Legion
Caesars_Legion - - 61 comments @ Star Wars: Interregnum

I have just done as you have asked, and it is now working. Now when I exit out, reset the setting to what they previously were (High shadows, high planet, ship, structure, medium all the extras), it doesn't crash now either.

I'm very confused....

Good karma+2 votes