Yes! Yes! That's right, isn't it? I knew it! I've always known it! I should've killed every last one of them! I should've turned their planet into a graveyard the likes of which the galaxy had never seen! I should have killed them all.

RSS Reviews  (0 - 10 of 11)
1

Star Wars Alliance Rebellion

Mod review

having previously tried the mod out and found many bugs and lacklustre attempts at balancing, I gave the author points for trying, and for generating a lot of content (albeit totally mashed together with no sembelance of a plan). Having seen the latest image post where the author finally ousts his God complex, I'll leave a review of 1 out of 10. Not only for the mish mash of content, but also for the insanity of the developer.

10

Sins of the Fallen

Mod review

It's not often I give anything a ten, but this mod is truly deserving.

With fresh new races, each with their own new research trees and an innovative loading system so the player can cherry pick what races are used in the mod thus reducing the load order this is easily one of the best mods out there.

Both the Rogue and Hypercorp races (who both include a rebel and loyalist faction I might add) have a distinctive feel to play and do a lovely job of showing of the potential dark side of humanities' future. The Plague and Nephillim are totally unique races in so far as sins and a wonderful job has been done at realising them.

With the further addition of Sons of Kobol, this mod becomes a mind boggling piece of work that's clearly a labour of love.

I can't endorse this mod enough, and Zombierus himself (the mod's author) deserves a note in the review too for tirelessly trying to help the community and push fledgeling modders in the right direction.

8

KotOR - Ultimate

Mod review

Great re-texturing work bringing the game forward in time and making that much more visually appealing.

10

Empire at War Expanded: Thrawn's Revenge

Early access mod review

A marvellous mod that I've been simply blown away by. Fantastic ship designs, vastly superior graphics to vanilla, more choice and a number of unique factories only available on certain planets.
This design tweak makes you fight all the harder for critical areas. Great work on the defensive side, and well worked differentiation for the playable factions.

An unusual and innovative era system that makes you really think before plunging your race into the next era.

Good work on the GC maps, and a with the nice touch of including some minor non playable races in the game to enhance immersion.

I could go on, but won't.

Very well done to the team, we're all looking forward to your SOASE mod.

8

Sins of a Galactic Empire

Mod review

Very fun mod, enjoyable to play and true to the feeling of the star wars universe. Good graphics and enjoyable battles. I quite liked the choice to go for what seems to be a more cap ship focussed game.

I'm a little bemused by the scaling comments I've seen regarding this mod (unless the scaling was changed prior to my playing it). I find the scaling to be good. I also found the resource rates and the management of such to be relatively easy, thus undermining that complaint too. Yes, the player receives resources somewhat faster, but also the ships are accordingly balanced to cost more. Time remains a constant, meaning that cap ships and buildings can be built at a similar rate to vanilla sins, the only difference is the size of the numbers.

My only gripe, and it's a minor one, is that I felt that the research trees could use a bit of work with some races, and indeed the descriptions could be a little clearer for some research trees (namely more clearly stating what I was improving, or at least what ships). I figured it out with use however. As I said, minor gripe.

When utilising all races at once, after about 2 hours of play I ran into the infamous 2 gig 64* crash, but this could be reduced or eliminated by cherry picking what races to include.

The game might benefit from reducing the engagement ranges of vessels by about half, as it would be more reflective of the short range melee witnessed in the films.

All in all, very fun mod. Good work!

8

Star Trek: Sacrifice of Angels 2

Mod review

A very enjoyable mod, with some great work at differentiating each race's play style. Good sounds and well realised ships (although I'd love to see them just a shade more detailed) and excellent research trees, especially those involving the need for allies.

Ideally I'd like to see the titan mechanic realised for this mod, but with the gameplay as it is, it's not essential.

Great work at encouraging the player to build a variety of ships, rather than the simple cap ship zerg rush we're all so used to employing in vanilla. I actually found the mod a real challenge the first time around, as I found that I had to heavily modify my usual tried and tested tactics. That in itself makes the mod worthwhile.

Very slight balance issues (I've found that a well balanced klingon fleet is marginally overpowered, and that the dominion is sadly underpowered) but overall good work at maintaining balance, and at making the borg a true threat.

6

The Last Kingdom

Mod review

A good beginning for a decent mod. The map is well realised, and the factions are thought out nicely. Only gets a six at this point in time because of some bugs, chiefly missing files for some armours and weapons, and more importantly there are some interiors missing that crash the game. Would love to see this mod developed further, perhaps with some of the features the well known floris mod.

9

A Clash of Kings (Game of Thrones)

Mod review

Lovely mod, with a fantastic map, lore friendly items, and of course the all important occasional notes while travelling denoting events in some of the books and making it feel genuinely that you're in westeros. The only reason it doesn't get a 10 is that there are some rare bugs (that I'm sure will be fixed as time passes), and that it's somewhat unfriendly to some PC's. I've tried the mod on a few, and it often experiences an RGB issue even with high end PC's.

8

Sins Dark Reavers Mod

Mod review

A nice visual re-hashing of an existing race. Looks pretty and the particle effects are quite good.
Hopefully the author will soon have a go at producing a new tech tree for his race making them distinct from the Advent. In the case of this happening, I'll need to revise my review.
6 out of ten, because in spite of the reasonable visuals (borrowed from other sources, but skinned with a distinct colour scheme) the new race brings nothing new to the gameplay at the moment.

Edit: A good start has been made at customising the race in order to make it a distinct entity. I've changed my score to 8 our of ten, based on the assumption that the overhaul continues on the progress it's made so far

9

Fallout: New California

Mod review

Very lore friendly, excellent voice acting with believable characters. Despite some criticism from users, the vault is well laid out and easily navigable and is a truly interesting place to explore with plenty of attention to detail.
I'm happy to report that I've found a mod here with plenty of text based fluff, leading to greater immersion and a more believable world.
Some fantastic jokes and sometimes some jibes at the players expense (for my second playthrough I maxed out some of my S.P.E.C.I.A.L skills to make life a little easier leading to some...unintended dialogue options) made this mod a joy to play.
The only thing that has prevented me from giving this a 10 is some minor bugs that occasionally crop up. I'm sure these will be fixed in due course.
Congratulations to the team that built the mod, and I for one, will be looking to the next instalment with baited breath.