I was actually mistaken, you can apply these mods normally, but I've had nothing but trouble trying it, I recommend just getting these mods from the workshop when they become available, and Homefront is available on the workshop.
I was actually mistaken, you can apply these mods normally, but I've had nothing but trouble trying it, I recommend just getting these mods from the workshop when they become available, and Homefront is available on the workshop.
You can actually download and apply the currently available version of this mod to the copy of HW2 that came with remastered. I'm sure a Remastered compatible version will arrive once proper modding tools are available.
Can't wait to see this baby released! Are there any plans for something between this and the the other VTOL? Something with a few guns but room for troops, maybe with sling loading?
I'm gonna be honest I have no interest in the new game mode, but I'm absolutely thrilled with the new units, gear, vehicles, and map (hopfully maps) you guys have. It's refreshing and exciting to see something other than the thousandth M1 Abrams/M4 Carbine/AH-64 Apache addon being brought into Arma 3. I wish you guys tons of luck and I greatly look forward to seeing how everything progresses.
Very cool, but it seemed to end a bit abruptly. Other than that, it looks really interesting.
Messaged you guys on Facebook and I haven't heard back yet.
Thanks! Don't divert too much effort though, I'm not sure I'd survive the wrath of everybody else waiting for the next update, besides I can go a while without nukes.
The problem appears to come from the TIFMissileNukeCDR, TIFMissileNuke01, SIFInainoStrategicMissile01, CIFEMPFluxWarhead01, and AIFQuantumWarhead01 folders. ( I did not get the opportunity to test the Seraphim experimental strategic missile)
Nukes function properly after removing all other folders except the TDFGauss03.
(supposed to be a reply to Luxor144) I just ran another test, without removing anything from the mod folder, both tactical missiles and the battleships both function correctly, I'll check and see if things change after removing folders.
I'm running SC:FA version 1.6.6 off Steam, no other mods, and no nukes are doing damage, I even had my commander suicide in the middle of my base with no ill effects.
None of the nukes (strategic and the UEF Commander backpack tactical nuke missile) seem to do any damage, and I just had the two resource modifiers from the default mods list enabled, but I've always played with those and never had any weird effects. Not sure if it matters but I was playing in multiplayer with one other player vs. AI.
I think you may have accidentally turned off damage for Nukes. I noticed they no longer had any effect after installing the mod, which is a shame because this is probably the single greatest mod I've played with for Supreme Commander.
This is the kind of game I've always dreamed of playing. All I need is a ship, an incomplete map, and a universe to explore on my own.
I wish you the best of luck during the development of this game.
I was watching the first two episodes of Gargantia on the Verdurous Planet the other day, and found myself reminded of this game. If you guys ever need some inspiration, I'd recommend checking it out.
I think it looks great, but then again I haven't seen any of the reference materials. Either way great job as usual.
Welp, there's me being proved wrong.
I wasn't sure how it all worked, thanks for clearing it up.
Me and a few friends of mine are all huge ME fans and we play Sins a lot too, needless to say, we can't wait for this mod to come out. Keep up the excellent work.
I think this looks very good, but is it going to be worth it? All the ships are scaled down right? How often would we actually be able to see this level of detail? Regardless, I think it's another fantastic ship you've got.
I like the idea of having to manually manage your empire's resources, for example, deliberately having a food shortage in some areas so you can have a larger surplus elsewhere. Maybe the auto-equaling(?) feature could be an option in your empire management screen.
The arms, they are... totally fine.
I think more MMOs should use an EVE: Online style UI, with everything placed into tabs that can each be minimized, resized, etc. as the player wishes, it also makes the UI very customizable for each player and how they play.
THERE ARE ONLY TWO ALIEN FILMS AND YOU SHOULD KNOW BETTER THAN TO SAY OTHERWISE!!
Is this identical to the .004 Alpha or is this a newer version?
After helping with the testing today, I can say without a doubt that this is going to be one of my all time favorite mods when it does come out.
This is excellent, pure and simple.
I've added you, I'm looking forward to this.
I should be available for a few hours maybe more, but a time frame would be nice. I've got skype and a mic and Sins of a Solar Empire: Rebellion on Steam. Send me a message if you need me. I should also note that I'm an active EVE player.
This all sounds very good, and I'm sure you all know what you're doing, but I think it needs to be mentioned that you really need to be sure that the Reapers have some kind of defense against rushes, I've had it happen more than once in regular Sins where one of my random scout fleets stumbled into the enemy homeworld and even if they couldn't eliminate it entirely do enough damage to make it almost impossible for that player to come back.
Crawling_Chaos
Ryan joined
I'm an IT Help Desk Technician from Buffalo, New York, I love playing games and want to one day make my own. I'm a huge fan of anime. My favorite games are: the ArmA series, Battlefield 3 (and every single other Battlefield game), the Mass Effect series, Supreme Commander and Sins of a Solar Empire.